0598ce145e
- Update sle-classic patches to version 3.26.0: + Update SLEClassicExt.js + Update gnome-shell-1007468-lock-screen-SUSE-logo-missing.patch + Update gnome-shell-disable-ibus-when-not-installed.patch + Update gnome-shell-domain.patch + Update gnome-shell-gdm-login-applet.patch + Update gs-fate318433-prevent-same-account-multi-logins.patch + Update gs-sle-classic-ext.patch OBS-URL: https://build.opensuse.org/request/show/525996 OBS-URL: https://build.opensuse.org/package/show/GNOME:Factory/gnome-shell?expand=0&rev=322
299 lines
12 KiB
JavaScript
299 lines
12 KiB
JavaScript
// -*- mode: js; js-indent-level: 4; indent-tabs-mode: nil -*-
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//
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//
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// Extra features needed by SLE Classic mode. A lot of features here are
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// designed as modular functions or classes, so it's cumbersome to fit in a
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// patch. However, most functionality requires a patch to the GNOME Shell core
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// to work. A design principle is to keep this adapter patch as small and clear as possible.
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//
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// NOTE This file should be packed into GNOME Shell GResource files, with inner
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// path "%{_datadir}/gnome-shell/js/ui/" and used by "imports.ui.SLEClassicExt".
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//
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// [5-5] Major Update: SLE Classic is no longer a full-fledged GNOME session,
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// instead it's a runtime modified GNOME Classic.
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const Clutter = imports.gi.Clutter;
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const GLib = imports.gi.GLib;
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const Gtk = imports.gi.Gtk;
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const Gio = imports.gi.Gio;
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const Lang = imports.lang;
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const Shell = imports.gi.Shell;
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const Signals = imports.signals;
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const St = imports.gi.St;
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const Main = imports.ui.main;
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const GNOME_CLASSIC_SESSION_NAME = "classic";
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// NOTE About `global.session_mode`, which maps
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// normal GNOME session -> "user"
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// GNOME classic -> "classic" (i.e. the "gnome-" prefix is stripped)
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// SLE classic -> "sle-classic" (depreciated)
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//
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// This var is defined in the C code and some parts of the Shell use it instead
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// of `Main.sessionMode.currentMode`, notably `exensionSystem`. An important
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// difference is that `global.session_mode` is initialized much earlier than
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// `currentMode` and it does NOT reflect in-Session mode change, e.g. the
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// lock/unlock screen.
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// NOTE a dedicated env var to mark this classic mode a SLE classic, see
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// sle-classic.desktop.
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var isSLEClassicEnv = ( GLib.getenv('SLE_CLASSIC_MODE') !== null );
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// NOTE: A mode can be verified as SLE classic iff it's GNOME Classic and it has
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// SLE_CLASSIC_MODE envar set.
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function isSLEClassicMode() {
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// NOTE: must check this part so lock screen is not SLE Classic.
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if ( Main.sessionMode.currentMode !== GNOME_CLASSIC_SESSION_NAME )
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return false;
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return isSLEClassicEnv;
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}
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// NOTE: safe to use BEFORE `sessionMode` has been properly initialized
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function isSLEClassicModeGlobal () {
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if ( global.session_mode !== GNOME_CLASSIC_SESSION_NAME )
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return false;
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return isSLEClassicEnv;
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}
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// NOTE: Originally "sle-classic.json" under "gnome-shell/modes" dir.
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//
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// TODO: strip down to differences with "classic.json"
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var SLE_CLASSIC_JSON = {
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"parentMode": "user",
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"stylesheetName": "gnome-classic.css",
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"enabledExtensions": [
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"apps-menu@gnome-shell-extensions.gcampax.github.com", "places-menu@gnome-shell-extensions.gcampax.github.com",
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"alternate-tab@gnome-shell-extensions.gcampax.github.com",
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"launch-new-instance@gnome-shell-extensions.gcampax.github.com",
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"window-list@gnome-shell-extensions.gcampax.github.com",
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"workspace-indicator@gnome-shell-extensions.gcampax.github.com"
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],
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"panel": {
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"left": ["activities"],
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"center": [],
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"right": ["a11y", "keyboard", "dateMenu", "aggregateMenu"]
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}
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};
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// NOTE: used in "sessionMode.js::_loadMode"
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//
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// If the current mode is SLE Classic, return `SLE_CLASSIC_JSON`. O/w no
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// changes.
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function convertClassic2SLE(json) {
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// NOTE: `Main.sessionMode` have not initialized.
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if ( ! isSLEClassicModeGlobal() )
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return json;
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return SLE_CLASSIC_JSON;
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}
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// NOTE: used in `SLEClassicExt.init`
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//
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// NOTE: it's mandatory to disable app menu in SLE Classic but restore the old
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// settings after switching back. A more proper solution would be to introduce a
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// dconf overrides key AND change the GSD part to read the overriden value. Too
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// much work, keep it a hack for now.
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function toggleAppMenu() {
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let xsetting = new Gio.Settings({ schema: 'org.gnome.settings-daemon.plugins.xsettings' });
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let valueObj = xsetting.get_value('overrides').unpack();
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// NOTE: as dictated by the definitions in gschema, the values for the
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// following flags can NOT be booleans, but instead 0 or 1.
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// NOTE: special handling, as if `Gtk/ShellShowsAppMenu` is NOT set, it's
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// treated as true by XSettings
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const showAppMenuKey = 'Gtk/ShellShowsAppMenu';
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const showAppMenuSLESetKey = 'Gtk/ShellShowsAppMenu/SLESet';
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// NOTE double `unpack` is needed as 'a{sv}' construction would wrap the value
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// in an extra Variant container.
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let showAppMenuP = valueObj[showAppMenuKey]
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? valueObj[showAppMenuKey].unpack().unpack()
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: 1;
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let showAppMenuSLESet = valueObj[showAppMenuSLESetKey]
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? valueObj[showAppMenuSLESetKey].unpack().unpack()
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: 0;
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// NOTE extra check to make sure `showAppMenuP` and `showAppMenuSLESet` are
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// numbers. ('v' can be many other types and it's possible the user sets so)
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// The fallback value is the same as above defaults.
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if (typeof showAppMenuP !== 'number') {
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showAppMenuP = 1;
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}
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if (typeof showAppMenuSLESet !== 'number') {
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showAppMenuSLESet = 0;
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}
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// NOTE: In SLE Classic mode, if app menu is set to shown, hide it and set a
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// special flag to mark this change for restoring.
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if (isSLEClassicModeGlobal() && showAppMenuP) {
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showAppMenuP = 0;
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showAppMenuSLESet = 1;
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}
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// NOTE: in none-SLE Classic mode, if app menu is hidden AND `SLESet` flag
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// is set, show the app menu and reset the `SLESet` flag.
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if ( !isSLEClassicModeGlobal() && showAppMenuSLESet) {
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showAppMenuP = 1;
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showAppMenuSLESet = 0;
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}
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valueObj[showAppMenuKey] = GLib.Variant.new('i', showAppMenuP);
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valueObj[showAppMenuSLESetKey] = GLib.Variant.new('i', showAppMenuSLESet);
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xsetting.set_value('overrides', GLib.Variant.new('a{sv}', valueObj));
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}
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// NOTE: used in `main.js::start`
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function init() {
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toggleAppMenu();
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}
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var panelPosUpdateId = null;
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// layout.js: Replace the origin "box.set_position" call
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function setMainPanelPosition (mainPanel, primaryMonitor) {
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if ( isSLEClassicMode() ){
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let mainPanelHeight = mainPanel.height == 0
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? 28 : mainPanel.height;
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// Main Panel at the bottom
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mainPanel.set_position(primaryMonitor.x,
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primaryMonitor.y + primaryMonitor.height - mainPanelHeight);
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// NOTE: needed s.t. lock screen would have top panel
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//
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// TODO use the `updated` signal to change main panel to remove the patch?
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if ( !panelPosUpdateId ){
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panelPosUpdateId = Main.sessionMode.connect('updated', function(){
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setMainPanelPosition(Main.layoutManager.panelBox, Main.layoutManager.primaryMonitor);
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});
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}
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}
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else {
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mainPanel.set_position(primaryMonitor.x, primaryMonitor.y);
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}
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}
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// panel.js: Replace the original "Panel._allocate".
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//
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// The differences are quite subtle but yet pervasive, so despite the
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// similarity, there will be two versions of allocation functions.
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//
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// The main difference is to use the empty(in Classic) _centerBox for window
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// list.
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//
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// NOTE: has to be a *direct* replacement to have proper `this` setup
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function _allocate (actor, box, flags) {
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// NOTE: for convenience, the followings are shared. The params of this
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// function is also shared.
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let allocWidth = box.x2 - box.x1;
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let allocHeight = box.y2 - box.y1;
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let [leftMinWidth, leftNaturalWidth] = this._leftBox.get_preferred_width(-1);
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let [centerMinWidth, centerNaturalWidth] = this._centerBox.get_preferred_width(-1);
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let [rightMinWidth, rightNaturalWidth] = this._rightBox.get_preferred_width(-1);
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// bind sub function's `this` to the current `this`, i.e. Main.panel
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let allocateSC = _allocateSC.bind(this);
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// For convenience, defined here to allow access to local vars
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function _allocateSC () {
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let isTextDirRTL = ( this.actor.get_text_direction() === Clutter.TextDirection.RTL );
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// A mask to create allocation.
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let maskBox = new Clutter.ActorBox();
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// NOTE: policy here is to satisfy left&right boxes space needs first with
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// center box can be shrinked. (This is the opposite of the original
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// allocator, this idea here is to accomodate SLE-Classic window list within
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// center box first. )
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let maxSideWidth = Math.floor( (allocWidth - centerMinWidth) / 2 );
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let leftWidth = Math.min(maxSideWidth, leftNaturalWidth);
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let rightWidth = Math.min(maxSideWidth, rightNaturalWidth);
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// NOTE: in the case, flooring for maxSideWidth does happen, the following equation yields:
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// : centerWidth = centerMinWidth + 1
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// this avoids the cumbersome floor/ceil in orginal code.
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//
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// `centerWidth` is shrinkable with an lower bound `centerMinWidth` or `centerMinWidth + 1`
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let centerWidth = allocWidth - leftWidth - rightWidth;
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// Adjust left/center/right boxes start Y position
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//
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// After moving the panel to the bottom side, the top border will be
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// added instead of the bottom border. However all 3 box of the main
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// panel are absolutely positioned starting from the top edge of the
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// panel originally, this results that the bottom pixel line is not
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// clickable. Add a Y offset to fix it.
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//
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// NOTE: we can set y1 as (MainLayoutManager.primaryMonitor.height -
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// allocHeight), which seems to be easier, however the solution below is
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// more generic and versatile.
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let node = Main.panel.actor.get_theme_node();
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let borderTopWidth = node.get_length("border-top");
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let y_offset = borderTopWidth;
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maskBox.y1 = y_offset;
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// TODO: in previous version of SLE Classic the following is
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// `allocHeight + y_offset`, why?
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maskBox.y2 = allocHeight;
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// Normal order, from left to right
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if ( ! isTextDirRTL ) {
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maskBox.x1 = 0;
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maskBox.x2 = maskBox.x1 + leftWidth;
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this._leftBox.allocate(maskBox, flags);
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maskBox.x1 = maskBox.x2;
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maskBox.x2 = maskBox.x1 + centerWidth;
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this._centerBox.allocate(maskBox, flags);
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maskBox.x1 = maskBox.x2;
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maskBox.x2 = maskBox.x1 + rightWidth;
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this._rightBox.allocate(maskBox, flags);
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}
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// Right to Left: essentially right box left box are swapped
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else {
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maskBox.x2 = allocWidth;
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maskBox.x1 = maskBox.x2 - leftWidth;
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this._leftBox.allocate(maskBox, flags);
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maskBox.x2 = maskBox.x1;
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maskBox.x1 = maskBox.x2 - centerWidth;
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this._centerBox.allocate(maskBox, flags)
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maskBox.x2 = maskBox.x1;
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maskBox.x1 = maskBox.x2 - rightWidth;
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this._rightBox.allocate(maskBox, flags)
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}
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}
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// Real work...
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if (isSLEClassicMode()) {
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// SC: Sle Classic
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allocateSC();
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}
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else {
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this._allocateOrigin(actor, box, flags);
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}
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// TODO: what are these corners for? They are zero on my test machines.
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// Without proper understanding of their purposes, they are the same for
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// both original code and SLE Classic.
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let cornerMinWidth, cornerMinHeight;
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let cornerWidth, cornerHeight;
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let childBox = new Clutter.ActorBox();
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[cornerMinWidth, cornerWidth] = this._leftCorner.actor.get_preferred_width(-1);
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[cornerMinHeight, cornerHeight] = this._leftCorner.actor.get_preferred_height(-1);
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childBox.x1 = 0;
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childBox.x2 = cornerWidth;
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childBox.y1 = allocHeight;
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childBox.y2 = allocHeight + cornerHeight;
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this._leftCorner.actor.allocate(childBox, flags);
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[cornerMinWidth, cornerWidth] = this._rightCorner.actor.get_preferred_width(-1);
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[cornerMinHeight, cornerHeight] = this._rightCorner.actor.get_preferred_height(-1);
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childBox.x1 = allocWidth - cornerWidth;
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childBox.x2 = allocWidth;
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childBox.y1 = allocHeight;
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childBox.y2 = allocHeight + cornerHeight;
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this._rightCorner.actor.allocate(childBox, flags);
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}
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