Example #1
0
class WindowRectPersist(WindowRectTracker):
    """
    Save and restore window position and size.
    """
    def __init__(self):
        WindowRectTracker.__init__(self)
        self._screen_orientation = None
        self._save_position_timer = Timer()

        # init detection of screen "rotation"
        screen = self.get_screen()
        screen.connect('size-changed', self.on_screen_size_changed)

    def cleanup(self):
        self._save_position_timer.finish()

    def is_visible(self):
        """ This is overloaded in KbdWindow """
        return Gtk.Window.get_visible(self)

    def on_screen_size_changed(self, screen):
        """ detect screen rotation (tablets)"""

        # Give the screen time to settle, the window manager
        # may block the move to previously invalid positions and
        # when docked, the slide animation may be drowned out by all
        # the action in other processes.
        Timer(1.5, self.on_screen_size_changed_delayed, screen)

    def on_screen_size_changed_delayed(self, screen):
        self.restore_window_rect()

    def get_screen_orientation(self):
        """
        Current orientation of the screen (tablet rotation).
        Only the aspect ratio is taken into account at this time.
        This appears to cover more cases than looking at monitor rotation,
        in particular with multi-monitor screens.
        """
        screen = self.get_screen()
        if screen.get_width() >= screen.get_height():
            return Orientation.LANDSCAPE
        else:
            return Orientation.PORTRAIT

    def restore_window_rect(self, startup = False):
        """
        Restore window size and position.
        """
        # Run pending save operations now, so they don't
        # interfere with the window rect after it was restored.
        self._save_position_timer.finish()

        orientation = self.get_screen_orientation()
        rect = self.read_window_rect(orientation)

        self._screen_orientation = orientation
        self._window_rect = rect
        _logger.debug("restore_window_rect {rect}, {orientation}" \
                      .format(rect = rect, orientation = orientation))

        # Give the derived class a chance to modify the rect,
        # for example to correct the position for auto-show.
        rect = self.on_restore_window_rect(rect)
        self._window_rect = rect

        # move/resize the window
        if startup:
            # gnome-shell doesn't take kindly to an initial move_resize().
            # The window ends up at (0, 0) on and goes back there
            # repeatedly when hiding and unhiding.
            self.set_default_size(rect.w, rect.h)
            self.move(rect.x, rect.y)
        else:
            self.move_resize(rect.x, rect.y, rect.w, rect.h)

        # Initialize shadow variables with valid values so they
        # don't get taken from the unreliable window.
        # Fixes bad positioning of the very first auto-show.
        if startup:
            self._window_rect = rect.copy()
            # Ignore frame dimensions; still better than asking the window.
            self._origin      = rect.left_top()
            self._screen_orientation = self.get_screen_orientation()

    def on_restore_window_rect(self, rect):
        return rect

    def save_window_rect(self, orientation=None, rect=None):
        """
        Save window size and position.
        """
        if orientation is None:
            orientation = self._screen_orientation
        if rect is None:
            rect = self._window_rect

        # Give the derived class a chance to modify the rect,
        # for example to override it for auto-show.
        rect = self.on_save_window_rect(rect)

        self.write_window_rect(orientation, rect)

        _logger.debug("save_window_rect {rect}, {orientation}" \
                      .format(rect=rect, orientation=orientation))

    def on_save_window_rect(self, rect):
        return rect

    def read_window_rect(self, orientation, rect):
        """
        Read orientation dependent rect.
        Overload this in derived classes.
        """
        raise NotImplementedError()

    def write_window_rect(self, orientation, rect):
        """
        Write orientation dependent rect.
        Overload this in derived classes.
        """
        raise NotImplementedError()

    def start_save_position_timer(self):
        """
        Trigger saving position and size to gsettings
        Delay this a few seconds to avoid excessive disk writes.

        Remember the current rect and rotation as the screen may have been
        rotated when the saving happens.
        """
        self._save_position_timer.start(5,
                                        self.save_window_rect,
                                        self.get_screen_orientation(),
                                        self.get_rect())

    def stop_save_position_timer(self):
        self._save_position_timer.stop()
Example #2
0
class TouchInput(InputEventSource):
    """
    Unified handling of multi-touch sequences and conventional pointer input.
    """
    GESTURE_DETECTION_SPAN = 100 # [ms] until two finger tap&drag is detected
    GESTURE_DELAY_PAUSE = 3000   # [ms] Suspend delayed sequence begin for this
                                 # amount of time after the last key press.
    DELAY_SEQUENCE_BEGIN = True  # No delivery, i.e. no key-presses after
                                 # gesture detection, but delays press-down.

    def __init__(self):
        InputEventSource.__init__(self)

        self._input_sequences = {}

        self._touch_events_enabled = False
        self._multi_touch_enabled  = False
        self._gestures_enabled     = False

        self._last_event_was_touch = False
        self._last_sequence_time = 0

        self._gesture = NO_GESTURE
        self._gesture_begin_point = (0, 0)
        self._gesture_begin_time = 0
        self._gesture_detected = False
        self._gesture_cancelled = False
        self._num_tap_sequences = 0
        self._gesture_timer = Timer()

    def set_touch_input_mode(self, touch_input):
        """ Call this to enable single/multi-touch """
        self._touch_events_enabled = touch_input != TouchInputEnum.NONE
        self._multi_touch_enabled  = touch_input == TouchInputEnum.MULTI
        self._gestures_enabled     = self._touch_events_enabled
        if self._device_manager:
            self._device_manager.update_devices() # reset touch_active

        _logger.debug("setting touch input mode {}: "
                      "touch_events_enabled={}, "
                      "multi_touch_enabled={}, "
                      "gestures_enabled={}" \
                      .format(touch_input,
                              self._touch_events_enabled,
                              self._multi_touch_enabled,
                              self._gestures_enabled))

    def has_input_sequences(self):
        """ Are any clicks/touches still ongoing? """
        return bool(self._input_sequences)

    def last_event_was_touch(self):
        """ Was there just a touch event? """
        return self._last_event_was_touch

    @staticmethod
    def _get_event_source(event):
        device = event.get_source_device()
        return device.get_source()

    def _can_handle_pointer_event(self, event):
        """
        Rely on pointer events? True for non-touch devices
        and wacom touch-screens with gestures enabled.
        """
        device = event.get_source_device()
        source = device.get_source()

        return not self._touch_events_enabled or \
               source != Gdk.InputSource.TOUCHSCREEN or \
               not self.is_device_touch_active(device)

    def _can_handle_touch_event(self, event):
        """
        Rely on touch events? True for touch devices
        and wacom touch-screens with gestures disabled.
        """
        return not self._can_handle_pointer_event(event)

    def _on_button_press_event(self, widget, event):
        self.log_event("_on_button_press_event1 {} {} {} ",
                       self._touch_events_enabled,
                       self._can_handle_pointer_event(event),
                       self._get_event_source(event))

        if not self._can_handle_pointer_event(event):
            self.log_event("_on_button_press_event2 abort")
            return

        # - Ignore double clicks (GDK_2BUTTON_PRESS),
        #   we're handling those ourselves.
        # - Ignore mouse wheel button events
        self.log_event("_on_button_press_event3 {} {}",
                       event.type, event.button)
        if event.type == Gdk.EventType.BUTTON_PRESS and \
           1 <= event.button <= 3:
            sequence = InputSequence()
            sequence.init_from_button_event(event)
            sequence.primary = True
            self._last_event_was_touch = False

            self.log_event("_on_button_press_event4")
            self._input_sequence_begin(sequence)

        return True

    def _on_button_release_event(self, widget, event):
        sequence = self._input_sequences.get(POINTER_SEQUENCE)
        self.log_event("_on_button_release_event", sequence)
        if not sequence is None:
            sequence.point      = (event.x, event.y)
            sequence.root_point = (event.x_root, event.y_root)
            sequence.time       = event.get_time()

            self._input_sequence_end(sequence)

        return True

    def _on_motion_event(self, widget, event):
        if not self._can_handle_pointer_event(event):
            return

        sequence = self._input_sequences.get(POINTER_SEQUENCE)
        if sequence is None and \
           not event.state & BUTTON123_MASK:
            sequence = InputSequence()
            sequence.primary = True

        if sequence:
            sequence.init_from_motion_event(event)

            self._last_event_was_touch = False
            self._input_sequence_update(sequence)

        return True

    def _on_enter_notify(self, widget, event):
        self.on_enter_notify(widget, event)
        return True

    def _on_leave_notify(self, widget, event):
        self.on_leave_notify(widget, event)
        return True

    def _on_touch_event(self, widget, event):
        self.log_event("_on_touch_event1 {}", self._get_event_source(event))

        event_type = event.type

        # Set source_device touch-active to block processing of pointer events.
        # "touch-screens" that don't send touch events will keep having pointer
        # events handled (Wacom devices with gestures enabled).
        # This assumes that for devices that emit both touch and pointer
        # events, the touch event comes first. Else there will be a dangling
        # touch sequence. _discard_stuck_input_sequences would clean that up,
        # but a key might get still get stuck in pressed state.
        device = event.get_source_device()
        self.set_device_touch_active(device)

        if not self._can_handle_touch_event(event):
            self.log_event("_on_touch_event2 abort")
            return

        touch = event.touch if hasattr(event, "touch") else event
        id = str(touch.sequence)
        self._last_event_was_touch = True

        if event_type == Gdk.EventType.TOUCH_BEGIN:
            sequence = InputSequence()
            sequence.init_from_touch_event(touch, id)
            if len(self._input_sequences) == 0:
                sequence.primary = True

            self._input_sequence_begin(sequence)

        elif event_type == Gdk.EventType.TOUCH_UPDATE:
            sequence = self._input_sequences.get(id)
            if not sequence is None:
                sequence.point       = (touch.x, touch.y)
                sequence.root_point  = (touch.x_root, touch.y_root)
                sequence.time        = event.get_time()
                sequence.update_time = time.time()

                self._input_sequence_update(sequence)

        else:
            if event_type == Gdk.EventType.TOUCH_END:
                pass

            elif event_type == Gdk.EventType.TOUCH_CANCEL:
                pass

            sequence = self._input_sequences.get(id)
            if not sequence is None:
                sequence.time = event.get_time()
                self._input_sequence_end(sequence)

        return True

    def _input_sequence_begin(self, sequence):
        """ Button press/touch begin """
        self.log_event("_input_sequence_begin1 {}", sequence)
        self._gesture_sequence_begin(sequence)
        first_sequence = len(self._input_sequences) == 0

        if first_sequence or \
           self._multi_touch_enabled:
            self._input_sequences[sequence.id] = sequence

            if not self._gesture_detected:
                if first_sequence and \
                   self._multi_touch_enabled and \
                   self.DELAY_SEQUENCE_BEGIN and \
                   sequence.time - self._last_sequence_time > \
                                   self.GESTURE_DELAY_PAUSE and \
                   self.can_delay_sequence_begin(sequence): # ask Keyboard
                    # Delay the first tap; we may have to stop it
                    # from reaching the keyboard.
                    self._gesture_timer.start(self.GESTURE_DETECTION_SPAN / 1000.0,
                                              self.on_delayed_sequence_begin,
                                              sequence, sequence.point)

                else:
                    # Tell the keyboard right away.
                    self.deliver_input_sequence_begin(sequence)

        self._last_sequence_time = sequence.time

    def can_delay_sequence_begin(self, sequence):
        """ Overloaded in LayoutView to veto delay for move buttons. """
        return True

    def on_delayed_sequence_begin(self, sequence, point):
        if not self._gesture_detected: # work around race condition
            sequence.point = point # return to the original begin point
            self.deliver_input_sequence_begin(sequence)
            self._gesture_cancelled = True
        return False

    def deliver_input_sequence_begin(self, sequence):
        self.log_event("deliver_input_sequence_begin {}", sequence)
        self.on_input_sequence_begin(sequence)
        sequence.delivered = True

    def _input_sequence_update(self, sequence):
        """ Pointer motion/touch update """
        self._gesture_sequence_update(sequence)
        if not sequence.state & BUTTON123_MASK or \
           not self.in_gesture_detection_delay(sequence):
            self._gesture_timer.finish()  # run delayed begin before update
            self.on_input_sequence_update(sequence)

    def _input_sequence_end(self, sequence):
        """ Button release/touch end """
        self.log_event("_input_sequence_end1 {}", sequence)
        self._gesture_sequence_end(sequence)
        self._gesture_timer.finish()  # run delayed begin before end
        if sequence.id in self._input_sequences:
            del self._input_sequences[sequence.id]

            if sequence.delivered:
                self.log_event("_input_sequence_end2 {}", sequence)
                self.on_input_sequence_end(sequence)

        if self._input_sequences:
            self._discard_stuck_input_sequences()

        self._last_sequence_time = sequence.time

    def _discard_stuck_input_sequences(self):
        """
        Input sequence handling requires guaranteed balancing of
        begin, update and end events. There is no indication yet this
        isn't always the case, but still, at this time it seems like a
        good idea to prepare for the worst.
        -> Clear out aged input sequences, so Onboard can start from a
        fresh slate and not become terminally unresponsive.
        """
        expired_time = time.time() - 30
        for id, sequence in list(self._input_sequences.items()):
            if sequence.update_time < expired_time:
                _logger.warning("discarding expired input sequence " + str(id))
                del self._input_sequences[id]

    def in_gesture_detection_delay(self, sequence):
        """
        Are we still in the time span where sequence begins aren't delayed
        and can't be undone after gesture detection?
        """
        span = sequence.time - self._gesture_begin_time
        return span < self.GESTURE_DETECTION_SPAN

    def _gesture_sequence_begin(self, sequence):
        # first tap?
        if self._num_tap_sequences == 0:
            self._gesture = NO_GESTURE
            self._gesture_detected = False
            self._gesture_cancelled = False
            self._gesture_begin_point = sequence.point
            self._gesture_begin_time = sequence.time # event time
        else: # subsequent taps
            if self.in_gesture_detection_delay(sequence) and \
               not self._gesture_cancelled:
                self._gesture_timer.stop()  # cancel delayed sequence begin
                self._gesture_detected = True
        self._num_tap_sequences += 1

    def _gesture_sequence_update(self, sequence):
        if self._gesture_detected and \
           sequence.state & BUTTON123_MASK and \
           self._gesture == NO_GESTURE:
            point = sequence.point
            dx = self._gesture_begin_point[0] - point[0]
            dy = self._gesture_begin_point[1] - point[1]
            d2 = dx * dx + dy * dy

            # drag gesture?
            if d2 >= DRAG_GESTURE_THRESHOLD2:
                num_touches = len(self._input_sequences)
                self._gesture = DRAG_GESTURE
                self.on_drag_gesture_begin(num_touches)
        return True

    def _gesture_sequence_end(self, sequence):
        if len(self._input_sequences) == 1: # last sequence of the gesture?
            if self._gesture_detected:
                gesture = self._gesture

                if gesture == NO_GESTURE:
                    # tap gesture?
                    elapsed = sequence.time - self._gesture_begin_time
                    if elapsed <= 300:
                        self.on_tap_gesture(self._num_tap_sequences)

                elif gesture == DRAG_GESTURE:
                    self.on_drag_gesture_end(0)

            self._num_tap_sequences = 0

    def on_tap_gesture(self, num_touches):
        return False

    def on_drag_gesture_begin(self, num_touches):
        return False

    def on_drag_gesture_end(self, num_touches):
        return False

    def redirect_sequence_update(self, sequence, func):
        """ redirect input sequence update to self. """
        sequence = self._get_redir_sequence(sequence)
        func(sequence)

    def redirect_sequence_end(self, sequence, func):
        """ Redirect input sequence end to self. """
        sequence = self._get_redir_sequence(sequence)

        # Make sure has_input_sequences() returns False inside of func().
        # Class Keyboard needs this to detect the end of input.
        if sequence.id in self._input_sequences:
            del self._input_sequences[sequence.id]

        func(sequence)

    def _get_redir_sequence(self, sequence):
        """ Return a copy of <sequence>, managed in the target window. """
        redir_sequence = self._input_sequences.get(sequence.id)
        if redir_sequence is None:
            redir_sequence = sequence.copy()
            redir_sequence.initial_active_key = None
            redir_sequence.active_key = None
            redir_sequence.cancel_key_action = False # was canceled by long press

            self._input_sequences[redir_sequence.id] = redir_sequence

        # convert to the new window client coordinates
        pos = self.get_position()
        rp = sequence.root_point
        redir_sequence.point = (rp[0] - pos[0], rp[1] - pos[1])

        return redir_sequence
Example #3
0
class TouchInput(InputEventSource):
    """
    Unified handling of multi-touch sequences and conventional pointer input.
    """
    GESTURE_DETECTION_SPAN = 100  # [ms] until two finger tap&drag is detected
    GESTURE_DELAY_PAUSE = 3000  # [ms] Suspend delayed sequence begin for this
    # amount of time after the last key press.
    DELAY_SEQUENCE_BEGIN = True  # No delivery, i.e. no key-presses after

    # gesture detection, but delays press-down.

    def __init__(self):
        InputEventSource.__init__(self)

        self._input_sequences = {}

        self._touch_events_enabled = False
        self._multi_touch_enabled = False
        self._gestures_enabled = False

        self._last_event_was_touch = False
        self._last_sequence_time = 0

        self._gesture = NO_GESTURE
        self._gesture_begin_point = (0, 0)
        self._gesture_begin_time = 0
        self._gesture_detected = False
        self._gesture_cancelled = False
        self._num_tap_sequences = 0
        self._gesture_timer = Timer()

    def set_touch_input_mode(self, touch_input):
        """ Call this to enable single/multi-touch """
        self._touch_events_enabled = touch_input != TouchInputEnum.NONE
        self._multi_touch_enabled = touch_input == TouchInputEnum.MULTI
        self._gestures_enabled = self._touch_events_enabled
        if self._device_manager:
            self._device_manager.update_devices()  # reset touch_active

        _logger.debug("setting touch input mode {}: "
                      "touch_events_enabled={}, "
                      "multi_touch_enabled={}, "
                      "gestures_enabled={}" \
                      .format(touch_input,
                              self._touch_events_enabled,
                              self._multi_touch_enabled,
                              self._gestures_enabled))

    def has_input_sequences(self):
        """ Are any clicks/touches still ongoing? """
        return bool(self._input_sequences)

    def last_event_was_touch(self):
        """ Was there just a touch event? """
        return self._last_event_was_touch

    @staticmethod
    def _get_event_source(event):
        device = event.get_source_device()
        return device.get_source()

    def _can_handle_pointer_event(self, event):
        """
        Rely on pointer events? True for non-touch devices
        and wacom touch-screens with gestures enabled.
        """
        device = event.get_source_device()
        source = device.get_source()

        return not self._touch_events_enabled or \
               source != Gdk.InputSource.TOUCHSCREEN or \
               not self.is_device_touch_active(device)

    def _can_handle_touch_event(self, event):
        """
        Rely on touch events? True for touch devices
        and wacom touch-screens with gestures disabled.
        """
        return not self._can_handle_pointer_event(event)

    def _on_button_press_event(self, widget, event):
        self.log_event("_on_button_press_event1 {} {} {} ",
                       self._touch_events_enabled,
                       self._can_handle_pointer_event(event),
                       self._get_event_source(event))

        if not self._can_handle_pointer_event(event):
            self.log_event("_on_button_press_event2 abort")
            return

        # - Ignore double clicks (GDK_2BUTTON_PRESS),
        #   we're handling those ourselves.
        # - Ignore mouse wheel button events
        self.log_event("_on_button_press_event3 {} {}", event.type,
                       event.button)
        if event.type == Gdk.EventType.BUTTON_PRESS and \
           1 <= event.button <= 3:
            sequence = InputSequence()
            sequence.init_from_button_event(event)
            sequence.primary = True
            self._last_event_was_touch = False

            self.log_event("_on_button_press_event4")
            self._input_sequence_begin(sequence)

        return True

    def _on_button_release_event(self, widget, event):
        sequence = self._input_sequences.get(POINTER_SEQUENCE)
        self.log_event("_on_button_release_event", sequence)
        if not sequence is None:
            sequence.point = (event.x, event.y)
            sequence.root_point = (event.x_root, event.y_root)
            sequence.time = event.get_time()

            self._input_sequence_end(sequence)

        return True

    def _on_motion_event(self, widget, event):
        if not self._can_handle_pointer_event(event):
            return

        sequence = self._input_sequences.get(POINTER_SEQUENCE)
        if sequence is None and \
           not event.state & BUTTON123_MASK:
            sequence = InputSequence()
            sequence.primary = True

        if sequence:
            sequence.init_from_motion_event(event)

            self._last_event_was_touch = False
            self._input_sequence_update(sequence)

        return True

    def _on_enter_notify(self, widget, event):
        self.on_enter_notify(widget, event)
        return True

    def _on_leave_notify(self, widget, event):
        self.on_leave_notify(widget, event)
        return True

    def _on_touch_event(self, widget, event):
        self.log_event("_on_touch_event1 {}", self._get_event_source(event))

        event_type = event.type

        # Set source_device touch-active to block processing of pointer events.
        # "touch-screens" that don't send touch events will keep having pointer
        # events handled (Wacom devices with gestures enabled).
        # This assumes that for devices that emit both touch and pointer
        # events, the touch event comes first. Else there will be a dangling
        # touch sequence. _discard_stuck_input_sequences would clean that up,
        # but a key might get still get stuck in pressed state.
        device = event.get_source_device()
        self.set_device_touch_active(device)

        if not self._can_handle_touch_event(event):
            self.log_event("_on_touch_event2 abort")
            return

        touch = event.touch if hasattr(event, "touch") else event
        id = str(touch.sequence)
        self._last_event_was_touch = True

        if event_type == Gdk.EventType.TOUCH_BEGIN:
            sequence = InputSequence()
            sequence.init_from_touch_event(touch, id)
            if len(self._input_sequences) == 0:
                sequence.primary = True

            self._input_sequence_begin(sequence)

        elif event_type == Gdk.EventType.TOUCH_UPDATE:
            sequence = self._input_sequences.get(id)
            if not sequence is None:
                sequence.point = (touch.x, touch.y)
                sequence.root_point = (touch.x_root, touch.y_root)
                sequence.time = event.get_time()
                sequence.update_time = time.time()

                self._input_sequence_update(sequence)

        else:
            if event_type == Gdk.EventType.TOUCH_END:
                pass

            elif event_type == Gdk.EventType.TOUCH_CANCEL:
                pass

            sequence = self._input_sequences.get(id)
            if not sequence is None:
                sequence.time = event.get_time()
                self._input_sequence_end(sequence)

        return True

    def _input_sequence_begin(self, sequence):
        """ Button press/touch begin """
        self.log_event("_input_sequence_begin1 {}", sequence)
        self._gesture_sequence_begin(sequence)
        first_sequence = len(self._input_sequences) == 0

        if first_sequence or \
           self._multi_touch_enabled:
            self._input_sequences[sequence.id] = sequence

            if not self._gesture_detected:
                if first_sequence and \
                   self._multi_touch_enabled and \
                   self.DELAY_SEQUENCE_BEGIN and \
                   sequence.time - self._last_sequence_time > \
                                   self.GESTURE_DELAY_PAUSE and \
                   self.can_delay_sequence_begin(sequence): # ask Keyboard
                    # Delay the first tap; we may have to stop it
                    # from reaching the keyboard.
                    self._gesture_timer.start(
                        self.GESTURE_DETECTION_SPAN / 1000.0,
                        self.on_delayed_sequence_begin, sequence,
                        sequence.point)

                else:
                    # Tell the keyboard right away.
                    self.deliver_input_sequence_begin(sequence)

        self._last_sequence_time = sequence.time

    def can_delay_sequence_begin(self, sequence):
        """ Overloaded in LayoutView to veto delay for move buttons. """
        return True

    def on_delayed_sequence_begin(self, sequence, point):
        if not self._gesture_detected:  # work around race condition
            sequence.point = point  # return to the original begin point
            self.deliver_input_sequence_begin(sequence)
            self._gesture_cancelled = True
        return False

    def deliver_input_sequence_begin(self, sequence):
        self.log_event("deliver_input_sequence_begin {}", sequence)
        self.on_input_sequence_begin(sequence)
        sequence.delivered = True

    def _input_sequence_update(self, sequence):
        """ Pointer motion/touch update """
        self._gesture_sequence_update(sequence)
        if not sequence.state & BUTTON123_MASK or \
           not self.in_gesture_detection_delay(sequence):
            self._gesture_timer.finish()  # run delayed begin before update
            self.on_input_sequence_update(sequence)

    def _input_sequence_end(self, sequence):
        """ Button release/touch end """
        self.log_event("_input_sequence_end1 {}", sequence)
        self._gesture_sequence_end(sequence)
        self._gesture_timer.finish()  # run delayed begin before end
        if sequence.id in self._input_sequences:
            del self._input_sequences[sequence.id]

            if sequence.delivered:
                self.log_event("_input_sequence_end2 {}", sequence)
                self.on_input_sequence_end(sequence)

        if self._input_sequences:
            self._discard_stuck_input_sequences()

        self._last_sequence_time = sequence.time

    def _discard_stuck_input_sequences(self):
        """
        Input sequence handling requires guaranteed balancing of
        begin, update and end events. There is no indication yet this
        isn't always the case, but still, at this time it seems like a
        good idea to prepare for the worst.
        -> Clear out aged input sequences, so Onboard can start from a
        fresh slate and not become terminally unresponsive.
        """
        expired_time = time.time() - 30
        for id, sequence in list(self._input_sequences.items()):
            if sequence.update_time < expired_time:
                _logger.warning("discarding expired input sequence " + str(id))
                del self._input_sequences[id]

    def in_gesture_detection_delay(self, sequence):
        """
        Are we still in the time span where sequence begins aren't delayed
        and can't be undone after gesture detection?
        """
        span = sequence.time - self._gesture_begin_time
        return span < self.GESTURE_DETECTION_SPAN

    def _gesture_sequence_begin(self, sequence):
        # first tap?
        if self._num_tap_sequences == 0:
            self._gesture = NO_GESTURE
            self._gesture_detected = False
            self._gesture_cancelled = False
            self._gesture_begin_point = sequence.point
            self._gesture_begin_time = sequence.time  # event time
        else:  # subsequent taps
            if self.in_gesture_detection_delay(sequence) and \
               not self._gesture_cancelled:
                self._gesture_timer.stop()  # cancel delayed sequence begin
                self._gesture_detected = True
        self._num_tap_sequences += 1

    def _gesture_sequence_update(self, sequence):
        if self._gesture_detected and \
           sequence.state & BUTTON123_MASK and \
           self._gesture == NO_GESTURE:
            point = sequence.point
            dx = self._gesture_begin_point[0] - point[0]
            dy = self._gesture_begin_point[1] - point[1]
            d2 = dx * dx + dy * dy

            # drag gesture?
            if d2 >= DRAG_GESTURE_THRESHOLD2:
                num_touches = len(self._input_sequences)
                self._gesture = DRAG_GESTURE
                self.on_drag_gesture_begin(num_touches)
        return True

    def _gesture_sequence_end(self, sequence):
        if len(self._input_sequences) == 1:  # last sequence of the gesture?
            if self._gesture_detected:
                gesture = self._gesture

                if gesture == NO_GESTURE:
                    # tap gesture?
                    elapsed = sequence.time - self._gesture_begin_time
                    if elapsed <= 300:
                        self.on_tap_gesture(self._num_tap_sequences)

                elif gesture == DRAG_GESTURE:
                    self.on_drag_gesture_end(0)

            self._num_tap_sequences = 0

    def on_tap_gesture(self, num_touches):
        return False

    def on_drag_gesture_begin(self, num_touches):
        return False

    def on_drag_gesture_end(self, num_touches):
        return False

    def redirect_sequence_update(self, sequence, func):
        """ redirect input sequence update to self. """
        sequence = self._get_redir_sequence(sequence)
        func(sequence)

    def redirect_sequence_end(self, sequence, func):
        """ Redirect input sequence end to self. """
        sequence = self._get_redir_sequence(sequence)

        # Make sure has_input_sequences() returns False inside of func().
        # Class Keyboard needs this to detect the end of input.
        if sequence.id in self._input_sequences:
            del self._input_sequences[sequence.id]

        func(sequence)

    def _get_redir_sequence(self, sequence):
        """ Return a copy of <sequence>, managed in the target window. """
        redir_sequence = self._input_sequences.get(sequence.id)
        if redir_sequence is None:
            redir_sequence = sequence.copy()
            redir_sequence.initial_active_key = None
            redir_sequence.active_key = None
            redir_sequence.cancel_key_action = False  # was canceled by long press

            self._input_sequences[redir_sequence.id] = redir_sequence

        # convert to the new window client coordinates
        pos = self.get_position()
        rp = sequence.root_point
        redir_sequence.point = (rp[0] - pos[0], rp[1] - pos[1])

        return redir_sequence