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| 1 | +/* |
| 2 | + * Copyright 2025 elementary, Inc. (https://elementary.io) |
| 3 | + * SPDX-License-Identifier: GPL-3.0-or-later |
| 4 | + * |
| 5 | + * Authored by: Leonhard Kargl <[email protected]> |
| 6 | + */ |
| 7 | + |
| 8 | +public interface Gala.Focusable : Clutter.Actor { |
| 9 | + public enum FocusDirection { |
| 10 | + UP, |
| 11 | + DOWN, |
| 12 | + LEFT, |
| 13 | + RIGHT, |
| 14 | + NEXT, |
| 15 | + PREVIOUS; |
| 16 | + |
| 17 | + public bool is_forward () { |
| 18 | + return this == DOWN || this == RIGHT || this == NEXT; |
| 19 | + } |
| 20 | + } |
| 21 | + |
| 22 | + public bool focus (FocusDirection direction) { |
| 23 | + var focus_actor = get_stage ().get_key_focus (); |
| 24 | + |
| 25 | + // We have focus so try to move it to a child |
| 26 | + if (focus_actor == this) { |
| 27 | + if (direction.is_forward ()) { |
| 28 | + return move_focus (direction); |
| 29 | + } |
| 30 | + |
| 31 | + return false; |
| 32 | + } |
| 33 | + |
| 34 | + // A child of us (or subchild) has focus, try to move it to the next one. |
| 35 | + // If that doesn't work and we are moving backwards focus us |
| 36 | + if (focus_actor != null && focus_actor is Focusable && focus_actor in this) { |
| 37 | + if (move_focus (direction)) { |
| 38 | + return true; |
| 39 | + } |
| 40 | + |
| 41 | + if (direction.is_forward ()) { |
| 42 | + return false; |
| 43 | + } else { |
| 44 | + return grab_focus (); |
| 45 | + } |
| 46 | + } |
| 47 | + |
| 48 | + // Focus is outside of us, try to take it |
| 49 | + if (direction.is_forward ()) { |
| 50 | + if (grab_focus ()) { |
| 51 | + return true; |
| 52 | + } |
| 53 | + |
| 54 | + return move_focus (direction); |
| 55 | + } else { |
| 56 | + if (move_focus (direction)) { |
| 57 | + return true; |
| 58 | + } |
| 59 | + |
| 60 | + return grab_focus (); |
| 61 | + } |
| 62 | + } |
| 63 | + |
| 64 | + protected virtual bool move_focus (FocusDirection direction) { |
| 65 | + var focus_actor = get_stage ().get_key_focus (); |
| 66 | + |
| 67 | + Focusable? focus_child = null; |
| 68 | + for (var child = get_first_child (); child != null; child = child.get_next_sibling ()) { |
| 69 | + if (focus_actor in child) { |
| 70 | + if (child is Focusable) { |
| 71 | + focus_child = (Focusable) child; |
| 72 | + } |
| 73 | + break; |
| 74 | + } |
| 75 | + } |
| 76 | + |
| 77 | + var possible_children = new Gee.ArrayList<Focusable> (); |
| 78 | + possible_children.add_all_iterator (get_focusable_children ().filter ((c) => { |
| 79 | + if (focus_child == null || c == focus_child) { |
| 80 | + return true; |
| 81 | + } |
| 82 | + |
| 83 | + var focus_rect = get_allocation_rect (focus_child); |
| 84 | + var rect = get_allocation_rect (c); |
| 85 | + |
| 86 | + if ((direction == UP || direction == DOWN) && !rect.horiz_overlap (focus_rect) || |
| 87 | + (direction == LEFT || direction == RIGHT) && !rect.vert_overlap (focus_rect) |
| 88 | + ) { |
| 89 | + return false; |
| 90 | + } |
| 91 | + |
| 92 | + return ( |
| 93 | + direction == UP && rect.y + rect.height <= focus_rect.y || |
| 94 | + direction == DOWN && rect.y >= focus_rect.y + focus_rect.height || |
| 95 | + direction == LEFT && rect.x + rect.width <= focus_rect.x || |
| 96 | + direction == RIGHT && rect.x >= focus_rect.x + focus_rect.width |
| 97 | + ); |
| 98 | + })); |
| 99 | + |
| 100 | + possible_children.sort ((a, b) => { |
| 101 | + if (direction == UP && a.y + a.height > b.y + b.height || |
| 102 | + direction == DOWN && a.y < b.y || |
| 103 | + direction == LEFT && a.x + a.width > b.x + b.width || |
| 104 | + direction == RIGHT && a.x < b.x |
| 105 | + ) { |
| 106 | + return -1; |
| 107 | + } |
| 108 | + |
| 109 | + return 1; |
| 110 | + }); |
| 111 | + |
| 112 | + foreach (var child in possible_children) { |
| 113 | + if (child.focus (direction)) { |
| 114 | + return true; |
| 115 | + } |
| 116 | + } |
| 117 | + |
| 118 | + return false; |
| 119 | + } |
| 120 | + |
| 121 | + private Mtk.Rectangle get_allocation_rect (Clutter.Actor actor) { |
| 122 | + return {(int) actor.x, (int) actor.y, (int) actor.width, (int) actor.height}; |
| 123 | + } |
| 124 | + |
| 125 | + private Gee.List<Focusable> get_focusable_children () { |
| 126 | + var focusable_children = new Gee.ArrayList<Focusable> (); |
| 127 | + for (var child = get_first_child (); child != null; child = child.get_next_sibling ()) { |
| 128 | + if (child is Focusable) { |
| 129 | + focusable_children.add ((Focusable) child); |
| 130 | + } |
| 131 | + } |
| 132 | + return focusable_children; |
| 133 | + } |
| 134 | + |
| 135 | + private bool grab_focus () { |
| 136 | + if (!can_focus ()) { |
| 137 | + return false; |
| 138 | + } |
| 139 | + |
| 140 | + get_stage ().set_key_focus (this); |
| 141 | + |
| 142 | + return true; |
| 143 | + } |
| 144 | + |
| 145 | + public virtual bool can_focus () { |
| 146 | + return false; |
| 147 | + } |
| 148 | + |
| 149 | + public void mark_root (Clutter.Stage stage) { |
| 150 | + stage.key_press_event.connect (on_key_press_event); |
| 151 | + } |
| 152 | + |
| 153 | + private bool on_key_press_event (Clutter.Event event) { |
| 154 | + if (!mapped) { |
| 155 | + return Clutter.EVENT_PROPAGATE; |
| 156 | + } |
| 157 | + |
| 158 | + switch (event.get_key_symbol ()) { |
| 159 | + case Clutter.Key.Tab: |
| 160 | + if (SHIFT_MASK in event.get_state ()) { |
| 161 | + focus (PREVIOUS); |
| 162 | + } else { |
| 163 | + focus (NEXT); |
| 164 | + } |
| 165 | + return Clutter.EVENT_STOP; |
| 166 | + case Clutter.Key.Up: |
| 167 | + focus (UP); |
| 168 | + return Clutter.EVENT_STOP; |
| 169 | + case Clutter.Key.Left: |
| 170 | + focus (LEFT); |
| 171 | + return Clutter.EVENT_STOP; |
| 172 | + case Clutter.Key.Down: |
| 173 | + focus (DOWN); |
| 174 | + return Clutter.EVENT_STOP; |
| 175 | + case Clutter.Key.Right: |
| 176 | + focus (RIGHT); |
| 177 | + return Clutter.EVENT_STOP; |
| 178 | + default: |
| 179 | + return Clutter.EVENT_PROPAGATE; |
| 180 | + } |
| 181 | + } |
| 182 | +} |
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