def __init__(self, **opts): HilgaObject.__init__(self, **opts) self.screen = pygame.display.get_surface() self.clock = pygame.time.Clock() self.ticks = 0 fiface = FuelIface(**opts) self.fuel = FuelWidget(fiface, (660, 360), **opts) self.obd = obd = ObdIface(**opts) #port="/dev/pts/3", **opts) self.gps = gps = GpsIface(**opts) self.speed = GpsSpeedWidget(gps, (274, 20)) # self.rspeed = RpmSpeedWidget(obd, (359, 340)) self.rpm = RpmWidget(obd, (10, 120), **opts) self.coolant = CoolantWidget(obd, (580, 360), **opts) self.bat = BatteryWidget(obd, (580, 260), **opts) # Use GPS for time, system clock is unreliable self.clk = ClockWidget(obd, (580, 300), timefun=gps.time, **opts) self.gps.add_hook('gotclock', self.clk.set_system_time) # high beam / oil presure / brake self.hbeam = HighBeamWidget((94, 376), **opts) self.oil = OilWidget((654, 500), **opts) self.brk = BreakWidget((654, 540), **opts) d100iface = D100Iface(**opts) self.d100 = D100Widget(d100iface, (600, 100)) odoiface = OdoIface(gps, **opts) self.odo = OdoWidget(odoiface, (340, 340), **opts) self.pool.spawn_n(self.loop_ticks)
def setup_clock(self): self.clock_widget = ClockWidget(self.screen, self.away_message, utils.get_mouse_monitor()) self.add_child_widget(self.clock_widget) if not settings.should_show_plugin() and settings.get_show_clock(): self.put_on_top(self.clock_widget) self.clock_widget.start_positioning()
def setup_clock(self): """ Construct the clock widget and add it to the overlay, but only actually show it if we're a) Not running a plug-in, and b) The user wants it via preferences. Initially invisible, regardless - its visibility is controlled via its own positioning timer. """ self.clock_widget = ClockWidget(self.screen, self.away_message, utils.get_mouse_monitor()) self.add_child_widget(self.clock_widget) self.floaters.append(self.clock_widget) if not settings.should_show_plugin() and settings.get_show_clock(): self.clock_widget.start_positioning()
def createGridLayout(self): self.horizontalGroupBox = QGroupBox("Grid") layout = QGridLayout() layout.addWidget(ClockWidget(), 0, 3, 3, 3) layout.addWidget(WeatherWidget(), 1, 0, 2, 3) layout.addWidget(BusStopWidget(), 2, 0, 2, 2) self.horizontalGroupBox.setLayout(layout)
def __init__(self, mqttc, cfg, backlight_cb=None, **kwargs): super(SmartPanelWidget, self).__init__(**kwargs) self.backlight_cb = backlight_cb self.cfg = cfg self.mqtt = mqttc # Initialize the things self.things = [] for sec in filter(lambda s: s.startswith("Thing:"), self.cfg.sections()): section = sec[6:] pos_x = int(self.cfg.get("Thing:" + section, "posX")) pos_y = int(self.cfg.get("Thing:" + section, "posY")) t = Thing(section, self.cfg, self.mqtt, self, pos=(pos_x, pos_y)) self.things.append(t) self.add_widget(t) self.IMGDIR = "resources/nixie/" clock_pos = (0, 220) self.clock = ClockWidget(self.cfg, self.IMGDIR, pos=clock_pos, touch_cb=None) self.add_widget(self.clock) self.player = PlayerWidget(self.cfg, self.mqtt, pos=(330, 0)) self.add_widget(self.player) self.fav = FavButtonWidget(self.cfg, self.mqtt, pos=(700, 220)) self.add_widget(self.fav) self.environment = EnvironmentWidget(self.cfg, self.mqtt, pos=(330, 220)) self.add_widget(self.environment) if "WifiRepeater" in self.cfg.sections(): self.wifi_repeater = WifiRepeater(self.cfg, self.mqtt, pos=(700, 380)) self.add_widget(self.wifi_repeater)
class Stage(Gtk.Window): """ The Stage is the toplevel window of the entire screensaver while in Active mode. It's the first thing made, the last thing destroyed, and all other widgets live inside of it (or rather, inside the GtkOverlay below) It is Gtk.WindowType.POPUP to avoid being managed/composited by muffin, and to prevent animation during its creation and destruction. The Stage reponds pretty much only to the instructions of the ScreensaverManager. """ def __init__(self, screen, manager, away_message): Gtk.Window.__init__(self, type=Gtk.WindowType.POPUP, decorated=False, skip_taskbar_hint=True) self.get_style_context().add_class("csstage") trackers.con_tracker_get().connect(singletons.Backgrounds, "changed", self.on_bg_changed) self.destroying = False self.manager = manager self.screen = screen self.away_message = away_message self.monitors = [] self.last_focus_monitor = -1 self.overlay = None self.clock_widget = None self.albumart_widget = None self.unlock_dialog = None self.status_bar = None self.floaters = [] self.event_handler = EventHandler(manager) self.get_style_context().remove_class("background") self.set_events(self.get_events() | Gdk.EventMask.POINTER_MOTION_MASK | Gdk.EventMask.BUTTON_PRESS_MASK | Gdk.EventMask.BUTTON_RELEASE_MASK | Gdk.EventMask.KEY_PRESS_MASK | Gdk.EventMask.KEY_RELEASE_MASK | Gdk.EventMask.EXPOSURE_MASK | Gdk.EventMask.VISIBILITY_NOTIFY_MASK | Gdk.EventMask.ENTER_NOTIFY_MASK | Gdk.EventMask.LEAVE_NOTIFY_MASK | Gdk.EventMask.FOCUS_CHANGE_MASK) self.update_geometry() self.set_opacity(0.0) self.overlay = Gtk.Overlay() self.fader = Fader(self) trackers.con_tracker_get().connect(self.overlay, "realize", self.on_realized) trackers.con_tracker_get().connect(self.overlay, "get-child-position", self.position_overlay_child) self.overlay.show_all() self.add(self.overlay) # We hang onto the UPowerClient here so power events can # trigger changes to and from low-power mode (no plugins.) self.power_client = singletons.UPowerClient # This filter suppresses any other windows that might share # our window group in muffin, from showing up over the Stage. # For instance: Chrome and Firefox native notifications. self.gdk_filter = CScreensaver.GdkEventFilter() trackers.con_tracker_get().connect(self.screen, "monitors-changed", self.on_screen_changed) trackers.con_tracker_get().connect(self.screen, "size-changed", self.on_screen_changed) def on_screen_changed(self, screen, data=None): self.update_geometry() self.size_to_screen() for monitor in self.monitors: monitor.update_geometry() self.overlay.queue_resize() def transition_in(self, effect_time, callback): """ This is the primary way of making the Stage visible. """ self.realize() self.fader.fade_in(effect_time, callback) def transition_out(self, effect_time, callback): """ This is the primary way of destroying the stage. This can end up being called multiple times, so we keep track of if we've already started a transition, and ignore further calls. """ if self.destroying: return self.destroying = True self.fader.cancel() if utils.have_gtk_version("3.18.0"): self.fader.fade_out(effect_time, callback) else: self.hide() callback() def on_realized(self, widget): """ Repositions the window when it is realized, to cover the entire GdkScreen (a rectangle exactly encompassing all monitors.) From here we also proceed to construct all overlay children and activate our window suppressor. """ self.size_to_screen() self.setup_children() self.gdk_filter.start(self) def size_to_screen(self): window = self.get_window() utils.override_user_time(window) window.move_resize(self.rect.x, self.rect.y, self.rect.width, self.rect.height) def setup_children(self): """ Creates all of our overlay children. If a new 'widget' gets added, this should be the setup point for it. """ self.setup_monitors() self.setup_clock() self.setup_albumart() self.setup_unlock() self.setup_status_bars() def destroy_stage(self): """ Performs all tear-down necessary to destroy the Stage, destroying all children in the process, and finally destroying itself. """ trackers.con_tracker_get().disconnect(singletons.Backgrounds, "changed", self.on_bg_changed) trackers.con_tracker_get().disconnect(self.power_client, "power-state-changed", self.on_power_state_changed) self.set_timeout_active(None, False) self.destroy_monitor_views() self.fader = None self.unlock_dialog.destroy() self.clock_widget.destroy() self.albumart_widget.destroy() self.info_panel.destroy() self.audio_panel.destroy() self.unlock_dialog = None self.clock_widget = None self.albumart_widget = None self.info_panel = None self.audio_panel = None self.away_message = None self.monitors = [] self.floaters = [] self.gdk_filter.stop() self.gdk_filter = None trackers.con_tracker_get().disconnect(self.screen, "monitors-changed", self.on_screen_changed) trackers.con_tracker_get().disconnect(self.screen, "size-changed", self.on_screen_changed) self.destroy() def setup_monitors(self): """ Iterate through the monitors, and create MonitorViews for each one to cover them. """ self.monitors = [] n = self.screen.get_n_monitors() for index in range(n): monitor = MonitorView(self.screen, index) image = Gtk.Image() singletons.Backgrounds.create_and_set_gtk_image (image, monitor.rect.width, monitor.rect.height) monitor.set_initial_wallpaper_image(image) self.monitors.append(monitor) self.add_child_widget(monitor) self.update_monitor_views() def on_bg_changed(self, bg): """ Callback for our GnomeBackground instance, this tells us when the background settings have changed, so we can update our wallpaper. """ for monitor in self.monitors: image = Gtk.Image() singletons.Backgrounds.create_and_set_gtk_image (image, monitor.rect.width, monitor.rect.height) monitor.set_next_wallpaper_image(image) def on_power_state_changed(self, client, data=None): """ Callback for UPower changes, this will make our MonitorViews update themselves according to user setting and power state. This is in two parts - it looks nicer to reveal/hide the info panel only after the MonitorView changes, so we attach to a MonitorView signal temporarily, which tells us then any animation is complete. """ trackers.con_tracker_get().connect(self.monitors[0], "current-view-change-complete", self.after_power_state_changed) self.update_monitor_views() def after_power_state_changed(self, monitor): """ Update the visibility of the InfoPanel after updating the MonitorViews """ trackers.con_tracker_get().disconnect(monitor, "current-view-change-complete", self.after_power_state_changed) self.info_panel.update_revealed() def setup_clock(self): """ Construct the clock widget and add it to the overlay, but only actually show it if we're a) Not running a plug-in, and b) The user wants it via preferences. Initially invisible, regardless - its visibility is controlled via its own positioning timer. """ self.clock_widget = ClockWidget(self.screen, self.away_message, utils.get_mouse_monitor()) self.add_child_widget(self.clock_widget) self.floaters.append(self.clock_widget) if not settings.should_show_plugin() and settings.get_show_clock(): self.clock_widget.start_positioning() def setup_albumart(self): """ Construct the AlbumArt widget and add it to the overlay, but only actually show it if we're a) Not running a plug-in, and b) The user wants it via preferences. Initially invisible, regardless - its visibility is controlled via its own positioning timer. """ self.albumart_widget = AlbumArt(self.screen, self.away_message, utils.get_mouse_monitor()) self.add_child_widget(self.albumart_widget) self.floaters.append(self.clock_widget) if not settings.should_show_plugin() and settings.get_show_albumart(): self.albumart_widget.start_positioning() def setup_unlock(self): """ Construct the unlock dialog widget and add it to the overlay. It will always initially be invisible. Any time the screensaver is awake, and the unlock dialog is raised, a timer runs. After a certain elapsed time, the state will be reset, and the dialog will be hidden once more. Mouse and key events reset this timer, and the act of authentication temporarily suspends it - the unlock widget accomplishes this via its inhibit- and uninhibit-timeout signals We also listen to actual authentication events, to destroy the stage if there is success, and to do something cute if we fail (for now, this consists of 'blinking' the unlock dialog.) """ self.unlock_dialog = UnlockDialog() self.add_child_widget(self.unlock_dialog) # Prevent a dialog timeout during authentication trackers.con_tracker_get().connect(self.unlock_dialog, "inhibit-timeout", self.set_timeout_active, False) trackers.con_tracker_get().connect(self.unlock_dialog, "uninhibit-timeout", self.set_timeout_active, True) # Respond to authentication success/failure trackers.con_tracker_get().connect(self.unlock_dialog, "auth-success", self.authentication_result_callback, True) trackers.con_tracker_get().connect(self.unlock_dialog, "auth-failure", self.authentication_result_callback, False) def setup_status_bars(self): """ Constructs the AudioPanel and InfoPanel and adds them to the overlay. """ self.audio_panel = AudioPanel(self.screen) self.add_child_widget(self.audio_panel) self.info_panel = InfoPanel(self.screen) self.add_child_widget(self.info_panel) trackers.con_tracker_get().connect(self.power_client, "power-state-changed", self.on_power_state_changed) def queue_dialog_key_event(self, event): """ Sent from our EventHandler via the ScreensaverManager, this catches initial key events before the unlock dialog is made visible, so that the user doesn't have to first jiggle the mouse to wake things up before beginning to type their password. They can just start typing, and no keystrokes will be lost. """ self.unlock_dialog.queue_key_event(event) # Timer stuff - after a certain time, the unlock dialog will cancel itself. # This timer is suspended during authentication, and any time a new user event is received def reset_timeout(self): """ This is called when any user event is received in our EventHandler. This restarts our dialog timeout. """ self.set_timeout_active(None, True) def set_timeout_active(self, dialog, active): """ Start or stop the dialog timer """ if active: trackers.timer_tracker_get().start("wake-timeout", c.UNLOCK_TIMEOUT * 1000, self.on_wake_timeout) else: trackers.timer_tracker_get().cancel("wake-timeout") def on_wake_timeout(self): """ Go back to Sleep if we hit our timer limit """ self.set_timeout_active(None, False) self.manager.cancel_unlock_widget() return False def authentication_result_callback(self, dialog, success): """ Called by authentication success or failure. Either starts the stage despawning process or simply 'blinks' the unlock widget, depending on the outcome. """ if success: self.clock_widget.hide() self.albumart_widget.hide() self.unlock_dialog.hide() self.manager.unlock() else: self.unlock_dialog.blink() def set_message(self, msg): """ Passes along an away-message to the clock. """ self.clock_widget.set_message(msg) def raise_unlock_widget(self): """ Bring the unlock widget to the front and make sure it's visible. This is done in two steps - we don't want to show anything over a plugin (graphic glitches abound) - so we update the MonitorViews first, then do our other reveals after its transition is complete. """ self.reset_timeout() if status.Awake: return self.clock_widget.stop_positioning() self.albumart_widget.stop_positioning() status.Awake = True # Connect to one of our monitorViews (we have at least one always), to wait for # its transition to finish before running after_wallpaper_shown_for_unlock() trackers.con_tracker_get().connect(self.monitors[0], "current-view-change-complete", self.after_wallpaper_shown_for_unlock) self.update_monitor_views() def after_wallpaper_shown_for_unlock(self, monitor, data=None): """ Finish raising the unlock widget - also bring up our status bars if applicable. """ trackers.con_tracker_get().disconnect(monitor, "current-view-change-complete", self.after_wallpaper_shown_for_unlock) self.clock_widget.reveal() self.albumart_widget.reveal() self.unlock_dialog.reveal() self.audio_panel.reveal() self.info_panel.update_revealed() def cancel_unlock_widget(self): """ Hide the unlock widget (and others) if the unlock has been canceled This process is in three steps for aesthetic reasons - a) Unreveal all widgets (begin fading them out) b) Switch over MonitorViews from wallpaper to plug-ins if needed. c) Re-reveal the InfoPanel if applicable """ if not status.Awake: return self.set_timeout_active(None, False) trackers.con_tracker_get().connect(self.unlock_dialog, "notify::child-revealed", self.after_unlock_unrevealed) self.unlock_dialog.unreveal() self.clock_widget.unreveal() self.albumart_widget.unreveal() self.audio_panel.unreveal() self.info_panel.unreveal() def after_unlock_unrevealed(self, obj, pspec): """ Called after unlock unreveal is complete. Tells the MonitorViews to update themselves. """ self.unlock_dialog.hide() self.unlock_dialog.cancel() self.audio_panel.hide() self.clock_widget.hide() self.albumart_widget.hide() trackers.con_tracker_get().disconnect(self.unlock_dialog, "notify::child-revealed", self.after_unlock_unrevealed) status.Awake = False trackers.con_tracker_get().connect(self.monitors[0], "current-view-change-complete", self.after_transitioned_back_to_sleep) self.update_monitor_views() def after_transitioned_back_to_sleep(self, monitor, data=None): """ Called after the MonitorViews have updated - re-show the clock (if desired) and the InfoPanel (if required.) """ trackers.con_tracker_get().disconnect(monitor, "current-view-change-complete", self.after_transitioned_back_to_sleep) self.info_panel.update_revealed() if not status.PluginRunning: if settings.get_show_clock(): self.clock_widget.start_positioning() if settings.get_show_albumart(): self.albumart_widget.start_positioning() def update_monitor_views(self): """ Updates all of our MonitorViews based on the power or Awake states. """ low_power = not self.power_client.plugged_in for monitor in self.monitors: monitor.update_view(status.Awake, low_power) if not monitor.get_reveal_child(): monitor.reveal() def destroy_monitor_views(self): """ Destroy all MonitorViews """ for monitor in self.monitors: monitor.destroy() del monitor def do_motion_notify_event(self, event): """ GtkWidget class motion-event handler. Delegate to EventHandler """ return self.event_handler.on_motion_event(event) def do_key_press_event(self, event): """ GtkWidget class key-press-event handler. Delegate to EventHandler """ return self.event_handler.on_key_press_event(event) def do_button_press_event(self, event): """ GtkWidget class button-press-event handler. Delegate to EventHandler """ return self.event_handler.on_button_press_event(event) def update_geometry(self): """ Override BaseWindow.update_geometry() - the Stage should always be the GdkScreen size """ self.rect = Gdk.Rectangle() self.rect.x = 0 self.rect.y = 0 self.rect.width = self.screen.get_width() self.rect.height = self.screen.get_height() hints = Gdk.Geometry() hints.min_width = self.rect.width hints.min_height = self.rect.height hints.max_width = self.rect.width hints.max_height = self.rect.height hints.base_width = self.rect.width hints.base_height = self.rect.height self.set_geometry_hints(self, hints, Gdk.WindowHints.MIN_SIZE | Gdk.WindowHints.MAX_SIZE | Gdk.WindowHints.BASE_SIZE) # Overlay window management def maybe_update_layout(self): """ Called on all user events, moves widgets to the currently focused monitor if it changes (whichever monitor the mouse is in) """ current_focus_monitor = utils.get_mouse_monitor() if self.last_focus_monitor == -1: self.last_focus_monitor = current_focus_monitor return if self.unlock_dialog and current_focus_monitor != self.last_focus_monitor: self.last_focus_monitor = current_focus_monitor self.overlay.queue_resize() def add_child_widget(self, widget): """ Add a new child to the overlay """ self.overlay.add_overlay(widget) def position_overlay_child(self, overlay, child, allocation): """ Callback for our GtkOverlay, think of this as a mini- window manager for our Stage. Depending on what type child is, we position it differently. We always call child.get_preferred_size() whether we plan to use it or not - this prevents allocation warning spew, particularly in Gtk >= 3.20. Returning True says, yes draw it. Returning False tells it to skip drawing. If a new widget type is introduced that spawns directly on the stage, it must have its own handling code here. """ if isinstance(child, MonitorView): """ MonitorView is always the size and position of its assigned monitor. This is calculated and stored by the child in child.rect) """ w, h = child.get_preferred_size() allocation.x = child.rect.x allocation.y = child.rect.y allocation.width = child.rect.width allocation.height = child.rect.height return True if isinstance(child, UnlockDialog): """ UnlockDialog always shows on the currently focused monitor (the one the mouse is currently in), and is kept centered. """ monitor = utils.get_mouse_monitor() monitor_rect = self.screen.get_monitor_geometry(monitor) min_rect, nat_rect = child.get_preferred_size() allocation.width = nat_rect.width allocation.height = nat_rect.height allocation.x = monitor_rect.x + (monitor_rect.width / 2) - (nat_rect.width / 2) allocation.y = monitor_rect.y + (monitor_rect.height / 2) - (nat_rect.height / 2) return True if isinstance(child, ClockWidget) or isinstance(child, AlbumArt): """ ClockWidget and AlbumArt behave differently depending on if status.Awake is True or not. The widgets' halign and valign properties are used to store their gross position on the monitor. This limits the number of possible positions to (3 * 3 * n_monitors) when our screensaver is not Awake, and the widgets have an internal timer that randomizes halign, valign, and current monitor every so many seconds, calling a queue_resize on itself after each timer tick (which forces this function to run). """ min_rect, nat_rect = child.get_preferred_size() current_monitor = child.current_monitor if status.Awake: """ If we're Awake, force the clock to track to the active monitor, and be aligned to the left-center. The albumart widget aligns right-center. """ if isinstance(child, ClockWidget): child.set_halign(Gtk.Align.START) else: child.set_halign(Gtk.Align.END) child.set_valign(Gtk.Align.CENTER) current_monitor = utils.get_mouse_monitor() else: for floater in self.floaters: """ Don't let our floating widgets end up in the same spot. """ if floater is child: continue if floater.get_halign() != child.get_halign() and floater.get_valign() != child.get_valign(): continue fa = floater.get_halign() ca = child.get_halign() while fa == ca: ca = ALIGNMENTS[random.randint(0, 2)] child.set_halign(ca) fa = floater.get_valign() ca = child.get_valign() while fa == ca: ca = ALIGNMENTS[random.randint(0, 2)] child.set_valign(ca) monitor_rect = self.screen.get_monitor_geometry(current_monitor) allocation.width = nat_rect.width allocation.height = nat_rect.height halign = child.get_halign() valign = child.get_valign() if halign == Gtk.Align.START: allocation.x = monitor_rect.x elif halign == Gtk.Align.CENTER: allocation.x = monitor_rect.x + (monitor_rect.width / 2) - (nat_rect.width / 2) elif halign == Gtk.Align.END: allocation.x = monitor_rect.x + monitor_rect.width - nat_rect.width if valign == Gtk.Align.START: allocation.y = monitor_rect.y elif valign == Gtk.Align.CENTER: allocation.y = monitor_rect.y + (monitor_rect.height / 2) - (nat_rect.height / 2) elif valign == Gtk.Align.END: allocation.y = monitor_rect.y + monitor_rect.height - nat_rect.height return True if isinstance(child, AudioPanel): """ The AudioPanel is only shown when Awake, and attaches itself to the upper-left corner of the active monitor. """ min_rect, nat_rect = child.get_preferred_size() if status.Awake: current_monitor = utils.get_mouse_monitor() monitor_rect = self.screen.get_monitor_geometry(current_monitor) allocation.x = monitor_rect.x allocation.y = monitor_rect.y allocation.width = nat_rect.width allocation.height = nat_rect.height else: allocation.x = child.rect.x allocation.y = child.rect.y allocation.width = nat_rect.width allocation.height = nat_rect.height return True if isinstance(child, InfoPanel): """ The InfoPanel can be shown while not Awake, but only if we're not running a screensaver plugin. In any case, it will only appear if a) We have received notifications while the screensaver is running, or b) we're either on battery or plugged in but with a non-full battery. It attaches itself to the upper-right corner of the monitor. """ min_rect, nat_rect = child.get_preferred_size() if status.Awake: current_monitor = utils.get_mouse_monitor() monitor_rect = self.screen.get_monitor_geometry(current_monitor) allocation.x = monitor_rect.x + monitor_rect.width - nat_rect.width allocation.y = monitor_rect.y allocation.width = nat_rect.width allocation.height = nat_rect.height else: allocation.x = child.rect.x + child.rect.width - nat_rect.width allocation.y = child.rect.y allocation.width = nat_rect.width allocation.height = nat_rect.height return True return False
class Stage(Gtk.Window): """ The Stage is the toplevel window of the entire screensaver while in Active mode. It's the first thing made, the last thing destroyed, and all other widgets live inside of it (or rather, inside the GtkOverlay below) It is Gtk.WindowType.POPUP to avoid being managed/composited by muffin, and to prevent animation during its creation and destruction. The Stage reponds pretty much only to the instructions of the ScreensaverManager. """ def __init__(self, manager, away_message): if status.InteractiveDebug: Gtk.Window.__init__(self, type=Gtk.WindowType.TOPLEVEL, decorated=True, skip_taskbar_hint=False) else: Gtk.Window.__init__(self, type=Gtk.WindowType.POPUP, decorated=False, skip_taskbar_hint=True) self.get_style_context().add_class("csstage") trackers.con_tracker_get().connect(singletons.Backgrounds, "changed", self.on_bg_changed) self.destroying = False self.manager = manager status.screen = CScreensaver.Screen.new(status.Debug) self.away_message = away_message self.monitors = [] self.last_focus_monitor = -1 self.overlay = None self.clock_widget = None self.albumart_widget = None self.unlock_dialog = None self.audio_panel = None self.info_panel = None self.stage_refresh_id = 0 self.floaters = [] self.event_handler = EventHandler(manager) self.get_style_context().remove_class("background") self.set_events(self.get_events() | Gdk.EventMask.POINTER_MOTION_MASK | Gdk.EventMask.BUTTON_PRESS_MASK | Gdk.EventMask.BUTTON_RELEASE_MASK | Gdk.EventMask.KEY_PRESS_MASK | Gdk.EventMask.KEY_RELEASE_MASK | Gdk.EventMask.EXPOSURE_MASK | Gdk.EventMask.VISIBILITY_NOTIFY_MASK | Gdk.EventMask.ENTER_NOTIFY_MASK | Gdk.EventMask.LEAVE_NOTIFY_MASK | Gdk.EventMask.FOCUS_CHANGE_MASK) c = Gdk.RGBA(0, 0, 0, 0) self.override_background_color (Gtk.StateFlags.NORMAL, c); self.update_geometry() self.move_offscreen() self.overlay = Gtk.Overlay() self.fader = Fader(self) trackers.con_tracker_get().connect(self.overlay, "realize", self.on_realized) trackers.con_tracker_get().connect(self.overlay, "get-child-position", self.position_overlay_child) self.overlay.show_all() self.add(self.overlay) # We hang onto the UPowerClient here so power events can # trigger changes to the info panel. self.power_client = singletons.UPowerClient trackers.con_tracker_get().connect(self.power_client, "power-state-changed", self.on_power_state_changed) # This filter suppresses any other windows that might share # our window group in muffin, from showing up over the Stage. # For instance: Chrome and Firefox native notifications. self.gdk_filter = CScreensaver.GdkEventFilter() trackers.con_tracker_get().connect(status.screen, "size-changed", self.on_screen_size_changed) trackers.con_tracker_get().connect(status.screen, "monitors-changed", self.on_monitors_changed) trackers.con_tracker_get().connect(self, "grab-broken-event", self.on_grab_broken_event) if status.InteractiveDebug: self.set_interactive_debugging(True) def update_monitors(self): self.destroy_monitor_views() try: self.setup_monitors() for monitor in self.monitors: self.sink_child_widget(monitor) except Exception as e: print("Problem updating monitor views views: %s" % str(e)) def on_screen_size_changed(self, screen, data=None): """ The screen changing size should be acted upon immediately, to ensure coverage. Wallpapers are secondary. """ if status.Debug: print("Stage: Received screen size-changed signal, refreshing stage") self.update_geometry() self.move_onscreen() self.overlay.queue_resize() def on_monitors_changed(self, screen, data=None): """ Updating monitors also will trigger an immediate stage coverage update (same as on_screen_size_changed), and follow up at idle with actual monitor view refreshes (wallpapers.) """ if status.Debug: print("Stage: Received screen monitors-changed signal, refreshing stage") self.update_geometry() self.move_onscreen() self.overlay.queue_resize() Gdk.flush() self.queue_refresh_stage() def on_grab_broken_event(self, widget, event, data=None): GObject.idle_add(self.manager.grab_stage) return False def queue_refresh_stage(self): """ Queues a complete refresh of the stage, resizing the screen if necessary, reconstructing the individual monitor objects, etc... """ if self.stage_refresh_id > 0: GObject.source_remove(self.stage_refresh_id) self.stage_refresh_id = 0 self.stage_refresh_id = GObject.idle_add(self._update_full_stage_on_idle) def _update_full_stage_on_idle(self, data=None): self.stage_refresh_id = 0 self._refresh() return False def _refresh(self): Gdk.flush() if status.Debug: print("Stage: refresh callback") self.update_geometry() self.move_onscreen() self.update_monitors() self.overlay.queue_resize() def transition_in(self, effect_time, callback): """ This is the primary way of making the Stage visible. """ # Cancel any existing transition self.fader.cancel() if effect_time == 0: self.set_opacity(1.0) self.move_onscreen() self.show() callback() else: self.set_opacity(0.0) self.show() self.fader.fade_in(effect_time, self.move_onscreen, callback) def transition_out(self, effect_time, callback): """ This is the primary way of destroying the stage. This can end up being called multiple times, so we keep track of if we've already started a transition, and ignore further calls. """ if self.destroying: return self.destroying = True self.fader.cancel() if effect_time > 0 and utils.have_gtk_version("3.18.0"): self.fader.fade_out(effect_time, callback) else: self.hide() callback() def on_realized(self, widget): """ Repositions the window when it is realized, to cover the entire GdkScreen (a rectangle exactly encompassing all monitors.) From here we also proceed to construct all overlay children and activate our window suppressor. """ window = self.get_window() utils.override_user_time(window) self.setup_children() self.gdk_filter.start(self) def move_onscreen(self): w = self.get_window() if w: w.move_resize(self.rect.x, self.rect.y, self.rect.width, self.rect.height) self.move(self.rect.x, self.rect.y) self.resize(self.rect.width, self.rect.height) def move_offscreen(self): self.move(-self.rect.width, -self.rect.height) self.resize(self.rect.width, self.rect.height) def deactivate_after_timeout(self): self.manager.set_active(False) def setup_children(self): """ Creates all of our overlay children. If a new 'widget' gets added, this should be the setup point for it. We bail if something goes wrong on a critical widget - a monitor view or unlock widget. """ total_failure = False try: self.setup_monitors() except Exception as e: print("Problem setting up monitor views: %s" % str(e)) total_failure = True try: self.setup_unlock() except Exception as e: print("Problem setting up unlock dialog: %s" % str(e)) total_failure = True if not total_failure: try: self.setup_clock() except Exception as e: print("Problem setting up clock widget: %s" % str(e)) self.clock_widget = None try: self.setup_albumart() except Exception as e: print("Problem setting up albumart widget: %s" % str(e)) self.albumart_widget = None try: self.setup_status_bars() except Exception as e: print("Problem setting up status bars: %s" % str(e)) self.audio_panel = None self.info_panel = None try: self.setup_osk() except Exception as e: print("Problem setting up on-screen keyboard: %s" % str(e)) self.osk = None if total_failure: print("Total failure somewhere, deactivating screensaver.") GObject.idle_add(self.deactivate_after_timeout) def destroy_children(self): try: self.destroy_monitor_views() except Exception as e: print(e) try: if self.unlock_dialog != None: self.unlock_dialog.destroy() except Exception as e: print(e) try: if self.clock_widget != None: self.clock_widget.stop_positioning() self.clock_widget.destroy() except Exception as e: print(e) try: if self.albumart_widget != None: self.albumart_widget.stop_positioning() self.albumart_widget.destroy() except Exception as e: print(e) try: if self.info_panel != None: self.info_panel.destroy() except Exception as e: print(e) try: if self.info_panel != None: self.audio_panel.destroy() except Exception as e: print(e) try: if self.osk != None: self.osk.destroy() except Exception as e: print(e) self.unlock_dialog = None self.clock_widget = None self.albumart_widget = None self.info_panel = None self.audio_panel = None self.osk = None self.away_message = None self.monitors = [] self.floaters = [] def destroy_stage(self): """ Performs all tear-down necessary to destroy the Stage, destroying all children in the process, and finally destroying itself. """ trackers.con_tracker_get().disconnect(singletons.Backgrounds, "changed", self.on_bg_changed) trackers.con_tracker_get().disconnect(self.power_client, "power-state-changed", self.on_power_state_changed) trackers.con_tracker_get().disconnect(self, "grab-broken-event", self.on_grab_broken_event) self.set_timeout_active(None, False) self.destroy_children() self.fader = None self.gdk_filter.stop() self.gdk_filter = None trackers.con_tracker_get().disconnect(status.screen, "size-changed", self.on_screen_size_changed) trackers.con_tracker_get().disconnect(status.screen, "monitors-changed", self.on_monitors_changed) trackers.con_tracker_get().disconnect(self.overlay, "get-child-position", self.position_overlay_child) self.destroy() status.screen = None def setup_monitors(self): """ Iterate through the monitors, and create MonitorViews for each one to cover them. """ self.monitors = [] status.Spanned = settings.bg_settings.get_enum("picture-options") == CDesktopEnums.BackgroundStyle.SPANNED if status.InteractiveDebug or status.Spanned: monitors = (status.screen.get_primary_monitor(),) else: n = status.screen.get_n_monitors() monitors = () for i in range(n): monitors += (i,) for index in monitors: monitor = MonitorView(index) image = Gtk.Image() singletons.Backgrounds.create_and_set_gtk_image (image, monitor.rect.width, monitor.rect.height) monitor.set_next_wallpaper_image(image) self.monitors.append(monitor) self.add_child_widget(monitor) self.update_monitor_views() def on_bg_changed(self, bg): """ Callback for our GnomeBackground instance, this tells us when the background settings have changed, so we can update our wallpaper. """ for monitor in self.monitors: image = Gtk.Image() singletons.Backgrounds.create_and_set_gtk_image (image, monitor.rect.width, monitor.rect.height) monitor.set_next_wallpaper_image(image) def on_power_state_changed(self, client, data=None): """ Callback for UPower changes, this will make our MonitorViews update themselves according to user setting and power state. """ if status.Debug: print("stage: Power state changed, updating info panel") self.info_panel.update_visibility() def setup_clock(self): """ Construct the clock widget and add it to the overlay, but only actually show it if we're a) Not running a plug-in, and b) The user wants it via preferences. Initially invisible, regardless - its visibility is controlled via its own positioning timer. """ self.clock_widget = ClockWidget(self.away_message, status.screen.get_mouse_monitor(), status.screen.get_low_res_mode()) self.add_child_widget(self.clock_widget) self.floaters.append(self.clock_widget) if settings.get_show_clock(): self.clock_widget.start_positioning() def setup_albumart(self): """ Construct the AlbumArt widget and add it to the overlay, but only actually show it if we're a) Not running a plug-in, and b) The user wants it via preferences. Initially invisible, regardless - its visibility is controlled via its own positioning timer. """ self.albumart_widget = AlbumArt(None, status.screen.get_mouse_monitor()) self.add_child_widget(self.albumart_widget) self.floaters.append(self.clock_widget) if settings.get_show_albumart(): self.albumart_widget.start_positioning() def setup_osk(self): self.osk = OnScreenKeyboard() self.add_child_widget(self.osk) def setup_unlock(self): """ Construct the unlock dialog widget and add it to the overlay. It will always initially be invisible. Any time the screensaver is awake, and the unlock dialog is raised, a timer runs. After a certain elapsed time, the state will be reset, and the dialog will be hidden once more. Mouse and key events reset this timer, and the act of authentication temporarily suspends it - the unlock widget accomplishes this via its inhibit- and uninhibit-timeout signals We also listen to actual authentication events, to destroy the stage if there is success, and to do something cute if we fail (for now, this consists of 'blinking' the unlock dialog.) """ self.unlock_dialog = UnlockDialog() self.set_default(self.unlock_dialog.auth_unlock_button) self.add_child_widget(self.unlock_dialog) # Prevent a dialog timeout during authentication trackers.con_tracker_get().connect(self.unlock_dialog, "inhibit-timeout", self.set_timeout_active, False) trackers.con_tracker_get().connect(self.unlock_dialog, "uninhibit-timeout", self.set_timeout_active, True) # Respond to authentication success/failure trackers.con_tracker_get().connect(self.unlock_dialog, "authenticate-success", self.authentication_result_callback, True) trackers.con_tracker_get().connect(self.unlock_dialog, "authenticate-failure", self.authentication_result_callback, False) trackers.con_tracker_get().connect(self.unlock_dialog, "authenticate-cancel", self.authentication_cancel_callback) def setup_status_bars(self): """ Constructs the AudioPanel and InfoPanel and adds them to the overlay. """ self.audio_panel = AudioPanel() self.add_child_widget(self.audio_panel) self.info_panel = InfoPanel() self.add_child_widget(self.info_panel) self.info_panel.update_visibility() def queue_dialog_key_event(self, event): """ Sent from our EventHandler via the ScreensaverManager, this catches initial key events before the unlock dialog is made visible, so that the user doesn't have to first jiggle the mouse to wake things up before beginning to type their password. They can just start typing, and no keystrokes will be lost. """ self.unlock_dialog.queue_key_event(event) # Timer stuff - after a certain time, the unlock dialog will cancel itself. # This timer is suspended during authentication, and any time a new user event is received def reset_timeout(self): """ This is called when any user event is received in our EventHandler. This restarts our dialog timeout. """ self.set_timeout_active(None, True) def set_timeout_active(self, dialog, active): """ Start or stop the dialog timer """ if active and not status.InteractiveDebug: trackers.timer_tracker_get().start("wake-timeout", c.UNLOCK_TIMEOUT * 1000, self.on_wake_timeout) else: trackers.timer_tracker_get().cancel("wake-timeout") def on_wake_timeout(self): """ Go back to Sleep if we hit our timer limit """ self.set_timeout_active(None, False) self.manager.cancel_unlock_widget() return False def authentication_result_callback(self, dialog, success): """ Called by authentication success or failure. Either starts the stage despawning process or simply 'blinks' the unlock widget, depending on the outcome. """ if success: if self.clock_widget != None: self.clock_widget.hide() if self.albumart_widget != None: self.albumart_widget.hide() self.unlock_dialog.hide() self.manager.unlock() else: self.unlock_dialog.blink() def authentication_cancel_callback(self, dialog): self.cancel_unlock_widget() def set_message(self, msg): """ Passes along an away-message to the clock. """ if self.clock_widget != None: self.clock_widget.set_message(msg) def initialize_pam(self): return self.unlock_dialog.initialize_auth_client() def raise_unlock_widget(self): """ Bring the unlock widget to the front and make sure it's visible. """ self.reset_timeout() if status.Awake: return utils.clear_clipboards(self.unlock_dialog) if self.clock_widget != None: self.clock_widget.stop_positioning() if self.albumart_widget != None: self.albumart_widget.stop_positioning() status.Awake = True if self.info_panel: self.info_panel.refresh_power_state() if self.clock_widget != None: self.clock_widget.show() if self.albumart_widget != None: self.albumart_widget.show() self.unlock_dialog.show() if self.audio_panel != None: self.audio_panel.show_panel() if self.info_panel != None: self.info_panel.update_visibility() if self.osk != None: self.osk.show() def cancel_unlocking(self): if self.unlock_dialog: self.unlock_dialog.cancel_auth_client() def cancel_unlock_widget(self): """ Hide the unlock widget (and others) if the unlock has been canceled """ if not status.Awake: return self.set_timeout_active(None, False) utils.clear_clipboards(self.unlock_dialog) self.unlock_dialog.hide() if self.clock_widget != None: self.clock_widget.hide() if self.albumart_widget != None: self.albumart_widget.hide() if self.audio_panel != None: self.audio_panel.hide() if self.info_panel != None: self.info_panel.hide() if self.osk != None: self.osk.hide() self.unlock_dialog.cancel() status.Awake = False self.update_monitor_views() self.info_panel.update_visibility() def update_monitor_views(self): """ Updates all of our MonitorViews based on the power or Awake states. """ if not status.Awake: if self.clock_widget != None and settings.get_show_clock(): self.clock_widget.start_positioning() if self.albumart_widget != None and settings.get_show_albumart(): self.albumart_widget.start_positioning() for monitor in self.monitors: monitor.show() def destroy_monitor_views(self): """ Destroy all MonitorViews """ for monitor in self.monitors: monitor.destroy() del monitor def do_motion_notify_event(self, event): """ GtkWidget class motion-event handler. Delegate to EventHandler """ return self.event_handler.on_motion_event(event) def do_key_press_event(self, event): """ GtkWidget class key-press-event handler. Delegate to EventHandler """ return self.event_handler.on_key_press_event(event) def do_button_press_event(self, event): """ GtkWidget class button-press-event handler. Delegate to EventHandler """ return self.event_handler.on_button_press_event(event) def update_geometry(self): """ Override BaseWindow.update_geometry() - the Stage should always be the GdkScreen size, unless status.InteractiveDebug is True """ if status.InteractiveDebug: monitor_n = status.screen.get_primary_monitor() self.rect = status.screen.get_monitor_geometry(monitor_n) else: self.rect = status.screen.get_screen_geometry() if status.Debug: print("Stage.update_geometry - new backdrop position: %d, %d new size: %d x %d" % (self.rect.x, self.rect.y, self.rect.width, self.rect.height)) hints = Gdk.Geometry() hints.min_width = self.rect.width hints.min_height = self.rect.height hints.max_width = self.rect.width hints.max_height = self.rect.height hints.base_width = self.rect.width hints.base_height = self.rect.height self.set_geometry_hints(self, hints, Gdk.WindowHints.MIN_SIZE | Gdk.WindowHints.MAX_SIZE | Gdk.WindowHints.BASE_SIZE) # Overlay window management def get_mouse_monitor(self): if status.InteractiveDebug: return status.screen.get_primary_monitor() else: return status.screen.get_mouse_monitor() def maybe_update_layout(self): """ Called on all user events, moves widgets to the currently focused monitor if it changes (whichever monitor the mouse is in) """ current_focus_monitor = status.screen.get_mouse_monitor() if self.last_focus_monitor == -1: self.last_focus_monitor = current_focus_monitor return if self.unlock_dialog and current_focus_monitor != self.last_focus_monitor: self.last_focus_monitor = current_focus_monitor self.overlay.queue_resize() def add_child_widget(self, widget): """ Add a new child to the overlay """ self.overlay.add_overlay(widget) def sink_child_widget(self, widget): """ Move a child to the bottom of the overlay """ self.overlay.reorder_overlay(widget, 0) def position_overlay_child(self, overlay, child, allocation): """ Callback for our GtkOverlay, think of this as a mini- window manager for our Stage. Depending on what type child is, we position it differently. We always call child.get_preferred_size() whether we plan to use it or not - this prevents allocation warning spew, particularly in Gtk >= 3.20. Returning True says, yes draw it. Returning False tells it to skip drawing. If a new widget type is introduced that spawns directly on the stage, it must have its own handling code here. """ if isinstance(child, MonitorView): """ MonitorView is always the size and position of its assigned monitor. This is calculated and stored by the child in child.rect) """ w, h = child.get_preferred_size() allocation.x = child.rect.x allocation.y = child.rect.y allocation.width = child.rect.width allocation.height = child.rect.height return True if isinstance(child, UnlockDialog): """ UnlockDialog always shows on the currently focused monitor (the one the mouse is currently in), and is kept centered. """ monitor = status.screen.get_mouse_monitor() monitor_rect = status.screen.get_monitor_geometry(monitor) min_rect, nat_rect = child.get_preferred_size() allocation.width = nat_rect.width allocation.height = nat_rect.height allocation.x = monitor_rect.x + (monitor_rect.width / 2) - (allocation.width / 2) allocation.y = monitor_rect.y + (monitor_rect.height / 2) - (allocation.height / 2) return True if isinstance(child, ClockWidget) or isinstance(child, AlbumArt): """ ClockWidget and AlbumArt behave differently depending on if status.Awake is True or not. The widgets' halign and valign properties are used to store their gross position on the monitor. This limits the number of possible positions to (3 * 3 * n_monitors) when our screensaver is not Awake, and the widgets have an internal timer that randomizes halign, valign, and current monitor every so many seconds, calling a queue_resize on itself after each timer tick (which forces this function to run). """ min_rect, nat_rect = child.get_preferred_size() if status.Awake: current_monitor = status.screen.get_mouse_monitor() else: current_monitor = child.current_monitor monitor_rect = status.screen.get_monitor_geometry(current_monitor) region_w = monitor_rect.width / 3 region_h = monitor_rect.height if status.Awake: """ If we're Awake, force the clock to track to the active monitor, and be aligned to the left-center. The albumart widget aligns right-center. """ unlock_mw, unlock_nw = self.unlock_dialog.get_preferred_width() """ If, for whatever reason, we need more than 1/3 of the screen to fully display the unlock dialog, reduce our available region width to accomodate it, reducing the allocation for the floating widgets as required. """ if (unlock_nw > region_w): region_w = (monitor_rect.width - unlock_nw) / 2 region_h = monitor_rect.height if isinstance(child, ClockWidget): child.set_halign(Gtk.Align.START) else: child.set_halign(Gtk.Align.END) child.set_valign(Gtk.Align.CENTER) else: if settings.get_allow_floating(): for floater in self.floaters: """ Don't let our floating widgets end up in the same spot. """ if floater is child: continue if floater.get_halign() != child.get_halign() and floater.get_valign() != child.get_valign(): continue region_h = monitor_rect.height / 3 fa = floater.get_halign() ca = child.get_halign() while fa == ca: ca = ALIGNMENTS[random.randint(0, 2)] child.set_halign(ca) fa = floater.get_valign() ca = child.get_valign() while fa == ca: ca = ALIGNMENTS[random.randint(0, 2)] child.set_valign(ca) # Restrict the widget size to the allowable region sizes if necessary. allocation.width = min(nat_rect.width, region_w) allocation.height = min(nat_rect.height, region_h) # Calculate padding required to center widgets within their particular 1/9th of the monitor padding_left = padding_right = (region_w - allocation.width) / 2 padding_top = padding_bottom = (region_h - allocation.height) / 2 halign = child.get_halign() valign = child.get_valign() if halign == Gtk.Align.START: allocation.x = monitor_rect.x + padding_left elif halign == Gtk.Align.CENTER: allocation.x = monitor_rect.x + (monitor_rect.width / 2) - (allocation.width / 2) elif halign == Gtk.Align.END: allocation.x = monitor_rect.x + monitor_rect.width - allocation.width - padding_right if valign == Gtk.Align.START: allocation.y = monitor_rect.y + padding_top elif valign == Gtk.Align.CENTER: allocation.y = monitor_rect.y + (monitor_rect.height / 2) - (allocation.height / 2) elif valign == Gtk.Align.END: allocation.y = monitor_rect.y + monitor_rect.height - allocation.height - padding_bottom return True if isinstance(child, AudioPanel): """ The AudioPanel is only shown when Awake, and attaches itself to the upper-left corner of the active monitor. """ min_rect, nat_rect = child.get_preferred_size() if status.Awake: current_monitor = status.screen.get_mouse_monitor() monitor_rect = status.screen.get_monitor_geometry(current_monitor) allocation.x = monitor_rect.x allocation.y = monitor_rect.y allocation.width = nat_rect.width allocation.height = nat_rect.height else: allocation.x = child.rect.x allocation.y = child.rect.y allocation.width = nat_rect.width allocation.height = nat_rect.height return True if isinstance(child, InfoPanel): """ The InfoPanel can be shown while not Awake, but will only appear if a) We have received notifications while the screensaver is running, or b) we're either on battery or plugged in but with a non-full battery. It attaches itself to the upper-right corner of the monitor. """ min_rect, nat_rect = child.get_preferred_size() if status.Awake: current_monitor = status.screen.get_mouse_monitor() monitor_rect = status.screen.get_monitor_geometry(current_monitor) allocation.x = monitor_rect.x + monitor_rect.width - nat_rect.width allocation.y = monitor_rect.y allocation.width = nat_rect.width allocation.height = nat_rect.height else: allocation.x = child.rect.x + child.rect.width - nat_rect.width allocation.y = child.rect.y allocation.width = nat_rect.width allocation.height = nat_rect.height return True if isinstance(child, OnScreenKeyboard): """ The InfoPanel can be shown while not Awake, but will only appear if a) We have received notifications while the screensaver is running, or b) we're either on battery or plugged in but with a non-full battery. It attaches itself to the upper-right corner of the monitor. """ min_rect, nat_rect = child.get_preferred_size() current_monitor = status.screen.get_mouse_monitor() monitor_rect = status.screen.get_monitor_geometry(current_monitor) allocation.x = monitor_rect.x allocation.y = monitor_rect.y + monitor_rect.height - (monitor_rect.height / 3) allocation.width = monitor_rect.width allocation.height = monitor_rect.height / 3 return True return False
class Stage(Gtk.Window): """ The Stage is the toplevel window of the entire screensaver while in Active mode. It's the first thing made, the last thing destroyed, and all other widgets live inside of it (or rather, inside the GtkOverlay below) It is Gtk.WindowType.POPUP to avoid being managed/composited by muffin, and to prevent animation during its creation and destruction. The Stage reponds pretty much only to the instructions of the ScreensaverManager. """ def __init__(self, manager, away_message): if status.InteractiveDebug: Gtk.Window.__init__(self, type=Gtk.WindowType.TOPLEVEL, decorated=True, skip_taskbar_hint=False) else: Gtk.Window.__init__(self, type=Gtk.WindowType.POPUP, decorated=False, skip_taskbar_hint=True) self.get_style_context().add_class("csstage") trackers.con_tracker_get().connect(singletons.Backgrounds, "changed", self.on_bg_changed) self.destroying = False self.manager = manager status.screen = CScreensaver.Screen.new(status.Debug) self.away_message = away_message self.monitors = [] self.last_focus_monitor = -1 self.overlay = None self.clock_widget = None self.albumart_widget = None self.unlock_dialog = None self.audio_panel = None self.info_panel = None self.stage_refresh_id = 0 self.floaters = [] self.event_handler = EventHandler(manager) self.get_style_context().remove_class("background") self.set_events(self.get_events() | Gdk.EventMask.POINTER_MOTION_MASK | Gdk.EventMask.BUTTON_PRESS_MASK | Gdk.EventMask.BUTTON_RELEASE_MASK | Gdk.EventMask.KEY_PRESS_MASK | Gdk.EventMask.KEY_RELEASE_MASK | Gdk.EventMask.EXPOSURE_MASK | Gdk.EventMask.VISIBILITY_NOTIFY_MASK | Gdk.EventMask.ENTER_NOTIFY_MASK | Gdk.EventMask.LEAVE_NOTIFY_MASK | Gdk.EventMask.FOCUS_CHANGE_MASK) c = Gdk.RGBA(0, 0, 0, 0) self.override_background_color(Gtk.StateFlags.NORMAL, c) self.update_geometry() self.overlay = Gtk.Overlay() trackers.con_tracker_get().connect(self.overlay, "realize", self.on_realized) trackers.con_tracker_get().connect(self.overlay, "get-child-position", self.position_overlay_child) self.overlay.show_all() self.add(self.overlay) # We hang onto the UPowerClient here so power events can # trigger changes to the info panel. self.power_client = singletons.UPowerClient trackers.con_tracker_get().connect(self.power_client, "power-state-changed", self.on_power_state_changed) # This filter suppresses any other windows that might share # our window group in muffin, from showing up over the Stage. # For instance: Chrome and Firefox native notifications. self.gdk_filter = CScreensaver.GdkEventFilter.new(self, 0) trackers.con_tracker_get().connect(status.screen, "size-changed", self.on_screen_size_changed) trackers.con_tracker_get().connect(status.screen, "monitors-changed", self.on_monitors_changed) trackers.con_tracker_get().connect(status.screen, "composited-changed", self.on_composited_changed) trackers.con_tracker_get().connect(self, "grab-broken-event", self.on_grab_broken_event) if status.InteractiveDebug: self.set_interactive_debugging(True) def update_monitors(self): self.destroy_monitor_views() try: self.setup_monitors() for monitor in self.monitors: self.sink_child_widget(monitor) except Exception as e: print("Problem updating monitor views views: %s" % str(e)) def on_screen_size_changed(self, screen, data=None): """ The screen changing size should be acted upon immediately, to ensure coverage. Wallpapers are secondary. """ if status.Debug: print( "Stage: Received screen size-changed signal, refreshing stage") self.update_geometry() self.move_onscreen() self.overlay.queue_resize() def on_monitors_changed(self, screen, data=None): """ Updating monitors also will trigger an immediate stage coverage update (same as on_screen_size_changed), and follow up at idle with actual monitor view refreshes (wallpapers.) """ if status.Debug: print( "Stage: Received screen monitors-changed signal, refreshing stage" ) self.update_geometry() self.move_onscreen() self.overlay.queue_resize() Gdk.flush() self.queue_refresh_stage() def on_composited_changed(self, screen, data=None): if self.get_realized(): user_time = self.get_display().get_user_time() self.hide() self.unrealize() self.realize() self.get_window().set_user_time(user_time) self.show() GObject.idle_add(self.manager.grab_stage) def on_grab_broken_event(self, widget, event, data=None): GObject.idle_add(self.manager.grab_stage) return False def queue_refresh_stage(self): """ Queues a complete refresh of the stage, resizing the screen if necessary, reconstructing the individual monitor objects, etc... """ if self.stage_refresh_id > 0: GObject.source_remove(self.stage_refresh_id) self.stage_refresh_id = 0 self.stage_refresh_id = GObject.idle_add( self._update_full_stage_on_idle) def _update_full_stage_on_idle(self, data=None): self.stage_refresh_id = 0 self._refresh() return False def _refresh(self): Gdk.flush() if status.Debug: print("Stage: refresh callback") self.update_geometry() self.move_onscreen() self.update_monitors() self.overlay.queue_resize() def activate(self, callback): """ This is the primary way of making the Stage visible. """ self.set_opacity(1.0) self.move_onscreen() self.show() callback() def deactivate(self, callback): """ This is the primary way of destroying the stage. """ self.hide() callback() def on_realized(self, widget): """ Repositions the window when it is realized, to cover the entire GdkScreen (a rectangle exactly encompassing all monitors.) From here we also proceed to construct all overlay children and activate our window suppressor. """ window = self.get_window() utils.override_user_time(window) self.setup_children() self.gdk_filter.start() trackers.con_tracker_get().disconnect(self.overlay, "realize", self.on_realized) def move_onscreen(self): w = self.get_window() if w: w.move_resize(self.rect.x, self.rect.y, self.rect.width, self.rect.height) self.move(self.rect.x, self.rect.y) self.resize(self.rect.width, self.rect.height) def deactivate_after_timeout(self): self.manager.set_active(False) def setup_children(self): """ Creates all of our overlay children. If a new 'widget' gets added, this should be the setup point for it. We bail if something goes wrong on a critical widget - a monitor view or unlock widget. """ total_failure = False try: self.setup_monitors() except Exception as e: print("Problem setting up monitor views: %s" % str(e)) total_failure = True try: self.setup_unlock() except Exception as e: print("Problem setting up unlock dialog: %s" % str(e)) total_failure = True if not total_failure: try: self.setup_clock() except Exception as e: print("Problem setting up clock widget: %s" % str(e)) self.clock_widget = None try: self.setup_albumart() except Exception as e: print("Problem setting up albumart widget: %s" % str(e)) self.albumart_widget = None try: self.setup_status_bars() except Exception as e: print("Problem setting up status bars: %s" % str(e)) self.audio_panel = None self.info_panel = None try: self.setup_osk() except Exception as e: print("Problem setting up on-screen keyboard: %s" % str(e)) self.osk = None if total_failure: print("Total failure somewhere, deactivating screensaver.") GObject.idle_add(self.deactivate_after_timeout) def destroy_children(self): try: self.destroy_monitor_views() except Exception as e: print(e) try: if self.unlock_dialog != None: self.unlock_dialog.destroy() except Exception as e: print(e) try: if self.clock_widget != None: self.clock_widget.stop_positioning() self.clock_widget.destroy() except Exception as e: print(e) try: if self.albumart_widget != None: self.albumart_widget.stop_positioning() self.albumart_widget.destroy() except Exception as e: print(e) try: if self.info_panel != None: self.info_panel.destroy() except Exception as e: print(e) try: if self.info_panel != None: self.audio_panel.destroy() except Exception as e: print(e) try: if self.osk != None: self.osk.destroy() except Exception as e: print(e) self.unlock_dialog = None self.clock_widget = None self.albumart_widget = None self.info_panel = None self.audio_panel = None self.osk = None self.away_message = None self.monitors = [] self.floaters = [] def destroy_stage(self): """ Performs all tear-down necessary to destroy the Stage, destroying all children in the process, and finally destroying itself. """ trackers.con_tracker_get().disconnect(singletons.Backgrounds, "changed", self.on_bg_changed) trackers.con_tracker_get().disconnect(self.power_client, "power-state-changed", self.on_power_state_changed) trackers.con_tracker_get().disconnect(self, "grab-broken-event", self.on_grab_broken_event) self.set_timeout_active(None, False) self.destroy_children() self.gdk_filter.stop() self.gdk_filter = None trackers.con_tracker_get().disconnect(status.screen, "size-changed", self.on_screen_size_changed) trackers.con_tracker_get().disconnect(status.screen, "monitors-changed", self.on_monitors_changed) trackers.con_tracker_get().disconnect(self.overlay, "get-child-position", self.position_overlay_child) self.destroy() status.screen = None def setup_monitors(self): """ Iterate through the monitors, and create MonitorViews for each one to cover them. """ self.monitors = [] status.Spanned = settings.bg_settings.get_enum( "picture-options") == CDesktopEnums.BackgroundStyle.SPANNED if status.InteractiveDebug or status.Spanned: monitors = (status.screen.get_primary_monitor(), ) else: n = status.screen.get_n_monitors() monitors = () for i in range(n): monitors += (i, ) for index in monitors: monitor = MonitorView(index) image = Gtk.Image() singletons.Backgrounds.create_and_set_gtk_image( image, monitor.rect.width, monitor.rect.height) monitor.set_next_wallpaper_image(image) self.monitors.append(monitor) self.add_child_widget(monitor) self.update_monitor_views() def on_bg_changed(self, bg): """ Callback for our GnomeBackground instance, this tells us when the background settings have changed, so we can update our wallpaper. """ for monitor in self.monitors: image = Gtk.Image() singletons.Backgrounds.create_and_set_gtk_image( image, monitor.rect.width, monitor.rect.height) monitor.set_next_wallpaper_image(image) def on_power_state_changed(self, client, data=None): """ Callback for UPower changes, this will make our MonitorViews update themselves according to user setting and power state. """ if status.Debug: print("stage: Power state changed, updating info panel") self.info_panel.update_visibility() def setup_clock(self): """ Construct the clock widget and add it to the overlay, but only actually show it if we're a) Not running a plug-in, and b) The user wants it via preferences. Initially invisible, regardless - its visibility is controlled via its own positioning timer. """ self.clock_widget = ClockWidget(self.away_message, status.screen.get_mouse_monitor(), status.screen.get_low_res_mode()) self.add_child_widget(self.clock_widget) self.floaters.append(self.clock_widget) if settings.get_show_clock(): self.clock_widget.start_positioning() def setup_albumart(self): """ Construct the AlbumArt widget and add it to the overlay, but only actually show it if we're a) Not running a plug-in, and b) The user wants it via preferences. Initially invisible, regardless - its visibility is controlled via its own positioning timer. """ self.albumart_widget = AlbumArt(None, status.screen.get_mouse_monitor()) self.add_child_widget(self.albumart_widget) self.floaters.append(self.clock_widget) if settings.get_show_albumart(): self.albumart_widget.start_positioning() def setup_osk(self): self.osk = OnScreenKeyboard() self.add_child_widget(self.osk) def setup_unlock(self): """ Construct the unlock dialog widget and add it to the overlay. It will always initially be invisible. Any time the screensaver is awake, and the unlock dialog is raised, a timer runs. After a certain elapsed time, the state will be reset, and the dialog will be hidden once more. Mouse and key events reset this timer, and the act of authentication temporarily suspends it - the unlock widget accomplishes this via its inhibit- and uninhibit-timeout signals We also listen to actual authentication events, to destroy the stage if there is success, and to do something cute if we fail (for now, this consists of 'blinking' the unlock dialog.) """ self.unlock_dialog = UnlockDialog() self.set_default(self.unlock_dialog.auth_unlock_button) self.add_child_widget(self.unlock_dialog) # Prevent a dialog timeout during authentication trackers.con_tracker_get().connect(self.unlock_dialog, "inhibit-timeout", self.set_timeout_active, False) trackers.con_tracker_get().connect(self.unlock_dialog, "uninhibit-timeout", self.set_timeout_active, True) # Respond to authentication success/failure trackers.con_tracker_get().connect(self.unlock_dialog, "authenticate-success", self.authentication_result_callback, True) trackers.con_tracker_get().connect(self.unlock_dialog, "authenticate-failure", self.authentication_result_callback, False) trackers.con_tracker_get().connect(self.unlock_dialog, "authenticate-cancel", self.authentication_cancel_callback) def setup_status_bars(self): """ Constructs the AudioPanel and InfoPanel and adds them to the overlay. """ self.audio_panel = AudioPanel() self.add_child_widget(self.audio_panel) self.info_panel = InfoPanel() self.add_child_widget(self.info_panel) self.info_panel.update_visibility() def queue_dialog_key_event(self, event): """ Sent from our EventHandler via the ScreensaverManager, this catches initial key events before the unlock dialog is made visible, so that the user doesn't have to first jiggle the mouse to wake things up before beginning to type their password. They can just start typing, and no keystrokes will be lost. """ self.unlock_dialog.queue_key_event(event) # Timer stuff - after a certain time, the unlock dialog will cancel itself. # This timer is suspended during authentication, and any time a new user event is received def reset_timeout(self): """ This is called when any user event is received in our EventHandler. This restarts our dialog timeout. """ self.set_timeout_active(None, True) def set_timeout_active(self, dialog, active): """ Start or stop the dialog timer """ if active and not status.InteractiveDebug: trackers.timer_tracker_get().start("wake-timeout", c.UNLOCK_TIMEOUT * 1000, self.on_wake_timeout) else: trackers.timer_tracker_get().cancel("wake-timeout") def on_wake_timeout(self): """ Go back to Sleep if we hit our timer limit """ self.set_timeout_active(None, False) self.manager.cancel_unlock_widget() return False def authentication_result_callback(self, dialog, success): """ Called by authentication success or failure. Either starts the stage despawning process or simply 'blinks' the unlock widget, depending on the outcome. """ if success: if self.clock_widget != None: self.clock_widget.hide() if self.albumart_widget != None: self.albumart_widget.hide() self.unlock_dialog.hide() self.manager.unlock() else: self.unlock_dialog.blink() def authentication_cancel_callback(self, dialog): self.cancel_unlock_widget() def set_message(self, msg): """ Passes along an away-message to the clock. """ if self.clock_widget != None: self.clock_widget.set_message(msg) def initialize_pam(self): return self.unlock_dialog.initialize_auth_client() def raise_unlock_widget(self): """ Bring the unlock widget to the front and make sure it's visible. """ self.reset_timeout() if status.Awake: return status.screen.place_pointer_in_primary_monitor() utils.clear_clipboards(self.unlock_dialog) if self.clock_widget != None: self.clock_widget.stop_positioning() if self.albumart_widget != None: self.albumart_widget.stop_positioning() status.Awake = True if self.info_panel: self.info_panel.refresh_power_state() if self.clock_widget != None: self.clock_widget.show() if self.albumart_widget != None: self.albumart_widget.show() self.unlock_dialog.show() if self.audio_panel != None: self.audio_panel.show_panel() if self.info_panel != None: self.info_panel.update_visibility() if self.osk != None: self.osk.show() def cancel_unlocking(self): if self.unlock_dialog: self.unlock_dialog.cancel_auth_client() def cancel_unlock_widget(self): """ Hide the unlock widget (and others) if the unlock has been canceled """ if not status.Awake: return self.set_timeout_active(None, False) utils.clear_clipboards(self.unlock_dialog) self.unlock_dialog.hide() if self.clock_widget != None: self.clock_widget.hide() if self.albumart_widget != None: self.albumart_widget.hide() if self.audio_panel != None: self.audio_panel.hide() if self.info_panel != None: self.info_panel.hide() if self.osk != None: self.osk.hide() self.unlock_dialog.cancel() status.Awake = False self.update_monitor_views() self.info_panel.update_visibility() def update_monitor_views(self): """ Updates all of our MonitorViews based on the power or Awake states. """ if not status.Awake: if self.clock_widget != None and settings.get_show_clock(): self.clock_widget.start_positioning() if self.albumart_widget != None and settings.get_show_albumart(): self.albumart_widget.start_positioning() for monitor in self.monitors: monitor.show() def destroy_monitor_views(self): """ Destroy all MonitorViews """ for monitor in self.monitors: monitor.destroy() del monitor def do_motion_notify_event(self, event): """ GtkWidget class motion-event handler. Delegate to EventHandler """ return self.event_handler.on_motion_event(event) def do_key_press_event(self, event): """ GtkWidget class key-press-event handler. Delegate to EventHandler """ return self.event_handler.on_key_press_event(event) def do_button_press_event(self, event): """ GtkWidget class button-press-event handler. Delegate to EventHandler """ return self.event_handler.on_button_press_event(event) def update_geometry(self): """ Override BaseWindow.update_geometry() - the Stage should always be the GdkScreen size, unless status.InteractiveDebug is True """ if status.InteractiveDebug: monitor_n = status.screen.get_primary_monitor() self.rect = status.screen.get_monitor_geometry(monitor_n) else: self.rect = status.screen.get_screen_geometry() if status.Debug: print( "Stage.update_geometry - new backdrop position: %d, %d new size: %d x %d" % (self.rect.x, self.rect.y, self.rect.width, self.rect.height)) hints = Gdk.Geometry() hints.min_width = self.rect.width hints.min_height = self.rect.height hints.max_width = self.rect.width hints.max_height = self.rect.height hints.base_width = self.rect.width hints.base_height = self.rect.height self.set_geometry_hints( self, hints, Gdk.WindowHints.MIN_SIZE | Gdk.WindowHints.MAX_SIZE | Gdk.WindowHints.BASE_SIZE) # Overlay window management def get_mouse_monitor(self): if status.InteractiveDebug: return status.screen.get_primary_monitor() else: return status.screen.get_mouse_monitor() def maybe_update_layout(self): """ Called on all user events, moves widgets to the currently focused monitor if it changes (whichever monitor the mouse is in) """ current_focus_monitor = status.screen.get_mouse_monitor() if self.last_focus_monitor == -1: self.last_focus_monitor = current_focus_monitor return if self.unlock_dialog and current_focus_monitor != self.last_focus_monitor: self.last_focus_monitor = current_focus_monitor self.overlay.queue_resize() def add_child_widget(self, widget): """ Add a new child to the overlay """ self.overlay.add_overlay(widget) def sink_child_widget(self, widget): """ Move a child to the bottom of the overlay """ self.overlay.reorder_overlay(widget, 0) def position_overlay_child(self, overlay, child, allocation): """ Callback for our GtkOverlay, think of this as a mini- window manager for our Stage. Depending on what type child is, we position it differently. We always call child.get_preferred_size() whether we plan to use it or not - this prevents allocation warning spew, particularly in Gtk >= 3.20. Returning True says, yes draw it. Returning False tells it to skip drawing. If a new widget type is introduced that spawns directly on the stage, it must have its own handling code here. """ if isinstance(child, MonitorView): """ MonitorView is always the size and position of its assigned monitor. This is calculated and stored by the child in child.rect) """ w, h = child.get_preferred_size() allocation.x = child.rect.x allocation.y = child.rect.y allocation.width = child.rect.width allocation.height = child.rect.height return True if isinstance(child, UnlockDialog): """ UnlockDialog always shows on the currently focused monitor (the one the mouse is currently in), and is kept centered. """ monitor = status.screen.get_mouse_monitor() monitor_rect = status.screen.get_monitor_geometry(monitor) min_rect, nat_rect = child.get_preferred_size() allocation.width = nat_rect.width allocation.height = nat_rect.height allocation.x = monitor_rect.x + (monitor_rect.width / 2) - (allocation.width / 2) allocation.y = monitor_rect.y + (monitor_rect.height / 2) - (allocation.height / 2) return True if isinstance(child, ClockWidget) or isinstance(child, AlbumArt): """ ClockWidget and AlbumArt behave differently depending on if status.Awake is True or not. The widgets' halign and valign properties are used to store their gross position on the monitor. This limits the number of possible positions to (3 * 3 * n_monitors) when our screensaver is not Awake, and the widgets have an internal timer that randomizes halign, valign, and current monitor every so many seconds, calling a queue_resize on itself after each timer tick (which forces this function to run). """ min_rect, nat_rect = child.get_preferred_size() if status.Awake: current_monitor = status.screen.get_mouse_monitor() else: current_monitor = child.current_monitor monitor_rect = status.screen.get_monitor_geometry(current_monitor) region_w = monitor_rect.width / 3 region_h = monitor_rect.height if status.Awake: """ If we're Awake, force the clock to track to the active monitor, and be aligned to the left-center. The albumart widget aligns right-center. """ unlock_mw, unlock_nw = self.unlock_dialog.get_preferred_width() """ If, for whatever reason, we need more than 1/3 of the screen to fully display the unlock dialog, reduce our available region width to accomodate it, reducing the allocation for the floating widgets as required. """ if (unlock_nw > region_w): region_w = (monitor_rect.width - unlock_nw) / 2 region_h = monitor_rect.height if isinstance(child, ClockWidget): child.set_halign(Gtk.Align.START) else: child.set_halign(Gtk.Align.END) child.set_valign(Gtk.Align.CENTER) else: if settings.get_allow_floating(): for floater in self.floaters: """ Don't let our floating widgets end up in the same spot. """ if floater is child: continue if floater.get_halign() != child.get_halign( ) and floater.get_valign() != child.get_valign(): continue region_h = monitor_rect.height / 3 fa = floater.get_halign() ca = child.get_halign() while fa == ca: ca = ALIGNMENTS[random.randint(0, 2)] child.set_halign(ca) fa = floater.get_valign() ca = child.get_valign() while fa == ca: ca = ALIGNMENTS[random.randint(0, 2)] child.set_valign(ca) # Restrict the widget size to the allowable region sizes if necessary. allocation.width = min(nat_rect.width, region_w) allocation.height = min(nat_rect.height, region_h) # Calculate padding required to center widgets within their particular 1/9th of the monitor padding_left = padding_right = (region_w - allocation.width) / 2 padding_top = padding_bottom = (region_h - allocation.height) / 2 halign = child.get_halign() valign = child.get_valign() if halign == Gtk.Align.START: allocation.x = monitor_rect.x + padding_left elif halign == Gtk.Align.CENTER: allocation.x = monitor_rect.x + (monitor_rect.width / 2) - (allocation.width / 2) elif halign == Gtk.Align.END: allocation.x = monitor_rect.x + monitor_rect.width - allocation.width - padding_right if valign == Gtk.Align.START: allocation.y = monitor_rect.y + padding_top elif valign == Gtk.Align.CENTER: allocation.y = monitor_rect.y + (monitor_rect.height / 2) - (allocation.height / 2) elif valign == Gtk.Align.END: allocation.y = monitor_rect.y + monitor_rect.height - allocation.height - padding_bottom return True if isinstance(child, AudioPanel): """ The AudioPanel is only shown when Awake, and attaches itself to the upper-left corner of the active monitor. """ min_rect, nat_rect = child.get_preferred_size() if status.Awake: current_monitor = status.screen.get_mouse_monitor() monitor_rect = status.screen.get_monitor_geometry( current_monitor) allocation.x = monitor_rect.x allocation.y = monitor_rect.y allocation.width = nat_rect.width allocation.height = nat_rect.height else: allocation.x = child.rect.x allocation.y = child.rect.y allocation.width = nat_rect.width allocation.height = nat_rect.height return True if isinstance(child, InfoPanel): """ The InfoPanel can be shown while not Awake, but will only appear if a) We have received notifications while the screensaver is running, or b) we're either on battery or plugged in but with a non-full battery. It attaches itself to the upper-right corner of the monitor. """ min_rect, nat_rect = child.get_preferred_size() if status.Awake: current_monitor = status.screen.get_mouse_monitor() monitor_rect = status.screen.get_monitor_geometry( current_monitor) allocation.x = monitor_rect.x + monitor_rect.width - nat_rect.width allocation.y = monitor_rect.y allocation.width = nat_rect.width allocation.height = nat_rect.height else: allocation.x = child.rect.x + child.rect.width - nat_rect.width allocation.y = child.rect.y allocation.width = nat_rect.width allocation.height = nat_rect.height return True if isinstance(child, OnScreenKeyboard): """ The InfoPanel can be shown while not Awake, but will only appear if a) We have received notifications while the screensaver is running, or b) we're either on battery or plugged in but with a non-full battery. It attaches itself to the upper-right corner of the monitor. """ min_rect, nat_rect = child.get_preferred_size() current_monitor = status.screen.get_mouse_monitor() monitor_rect = status.screen.get_monitor_geometry(current_monitor) allocation.x = monitor_rect.x allocation.y = monitor_rect.y + monitor_rect.height - ( monitor_rect.height / 3) allocation.width = monitor_rect.width allocation.height = monitor_rect.height / 3 return True return False
class HilgaBoard(HilgaObject): def __init__(self, **opts): HilgaObject.__init__(self, **opts) self.screen = pygame.display.get_surface() self.clock = pygame.time.Clock() self.ticks = 0 fiface = FuelIface(**opts) self.fuel = FuelWidget(fiface, (660, 360), **opts) self.obd = obd = ObdIface(**opts) #port="/dev/pts/3", **opts) self.gps = gps = GpsIface(**opts) self.speed = GpsSpeedWidget(gps, (274, 20)) # self.rspeed = RpmSpeedWidget(obd, (359, 340)) self.rpm = RpmWidget(obd, (10, 120), **opts) self.coolant = CoolantWidget(obd, (580, 360), **opts) self.bat = BatteryWidget(obd, (580, 260), **opts) # Use GPS for time, system clock is unreliable self.clk = ClockWidget(obd, (580, 300), timefun=gps.time, **opts) self.gps.add_hook('gotclock', self.clk.set_system_time) # high beam / oil presure / brake self.hbeam = HighBeamWidget((94, 376), **opts) self.oil = OilWidget((654, 500), **opts) self.brk = BreakWidget((654, 540), **opts) d100iface = D100Iface(**opts) self.d100 = D100Widget(d100iface, (600, 100)) odoiface = OdoIface(gps, **opts) self.odo = OdoWidget(odoiface, (340, 340), **opts) self.pool.spawn_n(self.loop_ticks) def gen_ticks(self): ticks = 0 while 1: yield ticks ticks += 1 eventlet.sleep(1.0/FPS) def tick(self): # Reconnect obd if disconnected if not self.obd.is_connected(): self.obd.connect() # Render widgets self.speed.draw(self.ticks, self.screen) # self.rspeed.draw(self.ticks, self.screen) self.rpm.draw(self.ticks, self.screen) self.coolant.draw(self.ticks, self.screen) self.fuel.draw(self.ticks, self.screen) self.bat.draw(self.ticks, self.screen) self.clk.draw(self.ticks, self.screen) self.odo.draw(self.ticks, self.screen) self.hbeam.draw(self.ticks, self.screen) self.oil.draw(self.ticks, self.screen) self.brk.draw(self.ticks, self.screen) self.d100.draw(self.ticks, self.screen) self.ticks += 1 pygame.display.update() self.clock.tick(FPS) def loop_ticks(self): import time done = False stime = time.time() while not done: # for tick in self.gen_ticks(): for pyev in pygame.event.get(): if pyev.type == pygame.QUIT or \ (pyev.type == pygame.KEYUP and pyev.key == pygame.K_ESCAPE): done = True # if done: # break self.tick() eventlet.sleep(0)
class Stage(Gtk.Window): """ The Stage is the toplevel window of the entire screensaver while in Active mode. It's the first thing made, the last thing destroyed, and all other widgets live inside of it (or rather, inside the GtkOverlay below) It is Gtk.WindowType.POPUP to avoid being managed/composited by muffin, and to prevent animation during its creation and destruction. The Stage reponds pretty much only to the instructions of the ScreensaverManager. """ def __init__(self, screen, manager, away_message): Gtk.Window.__init__(self, type=Gtk.WindowType.POPUP, decorated=False, skip_taskbar_hint=True) self.get_style_context().add_class("csstage") trackers.con_tracker_get().connect(singletons.Backgrounds, "changed", self.on_bg_changed) self.destroying = False self.manager = manager self.screen = screen self.away_message = away_message self.monitors = [] self.last_focus_monitor = -1 self.overlay = None self.clock_widget = None self.albumart_widget = None self.unlock_dialog = None self.status_bar = None self.floaters = [] self.event_handler = EventHandler(manager) self.get_style_context().remove_class("background") self.set_events(self.get_events() | Gdk.EventMask.POINTER_MOTION_MASK | Gdk.EventMask.BUTTON_PRESS_MASK | Gdk.EventMask.BUTTON_RELEASE_MASK | Gdk.EventMask.KEY_PRESS_MASK | Gdk.EventMask.KEY_RELEASE_MASK | Gdk.EventMask.EXPOSURE_MASK | Gdk.EventMask.VISIBILITY_NOTIFY_MASK | Gdk.EventMask.ENTER_NOTIFY_MASK | Gdk.EventMask.LEAVE_NOTIFY_MASK | Gdk.EventMask.FOCUS_CHANGE_MASK) self.update_geometry() self.set_opacity(0.0) self.overlay = Gtk.Overlay() self.fader = Fader(self) trackers.con_tracker_get().connect(self.overlay, "realize", self.on_realized) trackers.con_tracker_get().connect(self.overlay, "get-child-position", self.position_overlay_child) self.overlay.show_all() self.add(self.overlay) # We hang onto the UPowerClient here so power events can # trigger changes to and from low-power mode (no plugins.) self.power_client = singletons.UPowerClient # This filter suppresses any other windows that might share # our window group in muffin, from showing up over the Stage. # For instance: Chrome and Firefox native notifications. self.gdk_filter = CScreensaver.GdkEventFilter() trackers.con_tracker_get().connect(self.screen, "monitors-changed", self.on_screen_changed) trackers.con_tracker_get().connect(self.screen, "size-changed", self.on_screen_changed) def on_screen_changed(self, screen, data=None): self.update_geometry() self.size_to_screen() for monitor in self.monitors: monitor.update_geometry() self.overlay.queue_resize() def transition_in(self, effect_time, callback): """ This is the primary way of making the Stage visible. """ self.realize() self.fader.fade_in(effect_time, callback) def transition_out(self, effect_time, callback): """ This is the primary way of destroying the stage. This can end up being called multiple times, so we keep track of if we've already started a transition, and ignore further calls. """ if self.destroying: return self.destroying = True self.fader.cancel() if utils.have_gtk_version("3.18.0"): self.fader.fade_out(effect_time, callback) else: self.hide() callback() def on_realized(self, widget): """ Repositions the window when it is realized, to cover the entire GdkScreen (a rectangle exactly encompassing all monitors.) From here we also proceed to construct all overlay children and activate our window suppressor. """ self.size_to_screen() self.setup_children() self.gdk_filter.start(self) def size_to_screen(self): window = self.get_window() utils.override_user_time(window) window.move_resize(self.rect.x, self.rect.y, self.rect.width, self.rect.height) def setup_children(self): """ Creates all of our overlay children. If a new 'widget' gets added, this should be the setup point for it. """ self.setup_monitors() self.setup_clock() self.setup_albumart() self.setup_unlock() self.setup_status_bars() def destroy_stage(self): """ Performs all tear-down necessary to destroy the Stage, destroying all children in the process, and finally destroying itself. """ trackers.con_tracker_get().disconnect(singletons.Backgrounds, "changed", self.on_bg_changed) trackers.con_tracker_get().disconnect(self.power_client, "power-state-changed", self.on_power_state_changed) self.set_timeout_active(None, False) self.destroy_monitor_views() self.fader = None self.unlock_dialog.destroy() self.clock_widget.destroy() self.albumart_widget.destroy() self.info_panel.destroy() self.audio_panel.destroy() self.unlock_dialog = None self.clock_widget = None self.albumart_widget = None self.info_panel = None self.audio_panel = None self.away_message = None self.monitors = [] self.floaters = [] self.gdk_filter.stop() self.gdk_filter = None trackers.con_tracker_get().disconnect(self.screen, "monitors-changed", self.on_screen_changed) trackers.con_tracker_get().disconnect(self.screen, "size-changed", self.on_screen_changed) self.destroy() def setup_monitors(self): """ Iterate through the monitors, and create MonitorViews for each one to cover them. """ self.monitors = [] n = self.screen.get_n_monitors() for index in range(n): monitor = MonitorView(self.screen, index) image = Gtk.Image() singletons.Backgrounds.create_and_set_gtk_image( image, monitor.rect.width, monitor.rect.height) monitor.set_initial_wallpaper_image(image) self.monitors.append(monitor) self.add_child_widget(monitor) self.update_monitor_views() def on_bg_changed(self, bg): """ Callback for our GnomeBackground instance, this tells us when the background settings have changed, so we can update our wallpaper. """ for monitor in self.monitors: image = Gtk.Image() singletons.Backgrounds.create_and_set_gtk_image( image, monitor.rect.width, monitor.rect.height) monitor.set_next_wallpaper_image(image) def on_power_state_changed(self, client, data=None): """ Callback for UPower changes, this will make our MonitorViews update themselves according to user setting and power state. This is in two parts - it looks nicer to reveal/hide the info panel only after the MonitorView changes, so we attach to a MonitorView signal temporarily, which tells us then any animation is complete. """ trackers.con_tracker_get().connect(self.monitors[0], "current-view-change-complete", self.after_power_state_changed) self.update_monitor_views() def after_power_state_changed(self, monitor): """ Update the visibility of the InfoPanel after updating the MonitorViews """ trackers.con_tracker_get().disconnect(monitor, "current-view-change-complete", self.after_power_state_changed) self.info_panel.update_revealed() def setup_clock(self): """ Construct the clock widget and add it to the overlay, but only actually show it if we're a) Not running a plug-in, and b) The user wants it via preferences. Initially invisible, regardless - its visibility is controlled via its own positioning timer. """ self.clock_widget = ClockWidget(self.screen, self.away_message, utils.get_mouse_monitor()) self.add_child_widget(self.clock_widget) self.floaters.append(self.clock_widget) if not settings.should_show_plugin() and settings.get_show_clock(): self.clock_widget.start_positioning() def setup_albumart(self): """ Construct the AlbumArt widget and add it to the overlay, but only actually show it if we're a) Not running a plug-in, and b) The user wants it via preferences. Initially invisible, regardless - its visibility is controlled via its own positioning timer. """ self.albumart_widget = AlbumArt(self.screen, self.away_message, utils.get_mouse_monitor()) self.add_child_widget(self.albumart_widget) self.floaters.append(self.clock_widget) if not settings.should_show_plugin() and settings.get_show_albumart(): self.albumart_widget.start_positioning() def setup_unlock(self): """ Construct the unlock dialog widget and add it to the overlay. It will always initially be invisible. Any time the screensaver is awake, and the unlock dialog is raised, a timer runs. After a certain elapsed time, the state will be reset, and the dialog will be hidden once more. Mouse and key events reset this timer, and the act of authentication temporarily suspends it - the unlock widget accomplishes this via its inhibit- and uninhibit-timeout signals We also listen to actual authentication events, to destroy the stage if there is success, and to do something cute if we fail (for now, this consists of 'blinking' the unlock dialog.) """ self.unlock_dialog = UnlockDialog() self.add_child_widget(self.unlock_dialog) # Prevent a dialog timeout during authentication trackers.con_tracker_get().connect(self.unlock_dialog, "inhibit-timeout", self.set_timeout_active, False) trackers.con_tracker_get().connect(self.unlock_dialog, "uninhibit-timeout", self.set_timeout_active, True) # Respond to authentication success/failure trackers.con_tracker_get().connect(self.unlock_dialog, "auth-success", self.authentication_result_callback, True) trackers.con_tracker_get().connect(self.unlock_dialog, "auth-failure", self.authentication_result_callback, False) def setup_status_bars(self): """ Constructs the AudioPanel and InfoPanel and adds them to the overlay. """ self.audio_panel = AudioPanel(self.screen) self.add_child_widget(self.audio_panel) self.info_panel = InfoPanel(self.screen) self.add_child_widget(self.info_panel) trackers.con_tracker_get().connect(self.power_client, "power-state-changed", self.on_power_state_changed) def queue_dialog_key_event(self, event): """ Sent from our EventHandler via the ScreensaverManager, this catches initial key events before the unlock dialog is made visible, so that the user doesn't have to first jiggle the mouse to wake things up before beginning to type their password. They can just start typing, and no keystrokes will be lost. """ self.unlock_dialog.queue_key_event(event) # Timer stuff - after a certain time, the unlock dialog will cancel itself. # This timer is suspended during authentication, and any time a new user event is received def reset_timeout(self): """ This is called when any user event is received in our EventHandler. This restarts our dialog timeout. """ self.set_timeout_active(None, True) def set_timeout_active(self, dialog, active): """ Start or stop the dialog timer """ if active: trackers.timer_tracker_get().start("wake-timeout", c.UNLOCK_TIMEOUT * 1000, self.on_wake_timeout) else: trackers.timer_tracker_get().cancel("wake-timeout") def on_wake_timeout(self): """ Go back to Sleep if we hit our timer limit """ self.set_timeout_active(None, False) self.manager.cancel_unlock_widget() return False def authentication_result_callback(self, dialog, success): """ Called by authentication success or failure. Either starts the stage despawning process or simply 'blinks' the unlock widget, depending on the outcome. """ if success: self.clock_widget.hide() self.albumart_widget.hide() self.unlock_dialog.hide() self.manager.unlock() else: self.unlock_dialog.blink() def set_message(self, msg): """ Passes along an away-message to the clock. """ self.clock_widget.set_message(msg) def raise_unlock_widget(self): """ Bring the unlock widget to the front and make sure it's visible. This is done in two steps - we don't want to show anything over a plugin (graphic glitches abound) - so we update the MonitorViews first, then do our other reveals after its transition is complete. """ self.reset_timeout() if status.Awake: return self.clock_widget.stop_positioning() self.albumart_widget.stop_positioning() status.Awake = True # Connect to one of our monitorViews (we have at least one always), to wait for # its transition to finish before running after_wallpaper_shown_for_unlock() trackers.con_tracker_get().connect( self.monitors[0], "current-view-change-complete", self.after_wallpaper_shown_for_unlock) self.update_monitor_views() def after_wallpaper_shown_for_unlock(self, monitor, data=None): """ Finish raising the unlock widget - also bring up our status bars if applicable. """ trackers.con_tracker_get().disconnect( monitor, "current-view-change-complete", self.after_wallpaper_shown_for_unlock) self.clock_widget.reveal() self.albumart_widget.reveal() self.unlock_dialog.reveal() self.audio_panel.reveal() self.info_panel.update_revealed() def cancel_unlock_widget(self): """ Hide the unlock widget (and others) if the unlock has been canceled This process is in three steps for aesthetic reasons - a) Unreveal all widgets (begin fading them out) b) Switch over MonitorViews from wallpaper to plug-ins if needed. c) Re-reveal the InfoPanel if applicable """ if not status.Awake: return self.set_timeout_active(None, False) trackers.con_tracker_get().connect(self.unlock_dialog, "notify::child-revealed", self.after_unlock_unrevealed) self.unlock_dialog.unreveal() self.clock_widget.unreveal() self.albumart_widget.unreveal() self.audio_panel.unreveal() self.info_panel.unreveal() def after_unlock_unrevealed(self, obj, pspec): """ Called after unlock unreveal is complete. Tells the MonitorViews to update themselves. """ self.unlock_dialog.hide() self.unlock_dialog.cancel() self.audio_panel.hide() self.clock_widget.hide() self.albumart_widget.hide() trackers.con_tracker_get().disconnect(self.unlock_dialog, "notify::child-revealed", self.after_unlock_unrevealed) status.Awake = False trackers.con_tracker_get().connect( self.monitors[0], "current-view-change-complete", self.after_transitioned_back_to_sleep) self.update_monitor_views() def after_transitioned_back_to_sleep(self, monitor, data=None): """ Called after the MonitorViews have updated - re-show the clock (if desired) and the InfoPanel (if required.) """ trackers.con_tracker_get().disconnect( monitor, "current-view-change-complete", self.after_transitioned_back_to_sleep) self.info_panel.update_revealed() if not status.PluginRunning: if settings.get_show_clock(): self.clock_widget.start_positioning() if settings.get_show_albumart(): self.albumart_widget.start_positioning() def update_monitor_views(self): """ Updates all of our MonitorViews based on the power or Awake states. """ low_power = not self.power_client.plugged_in for monitor in self.monitors: monitor.update_view(status.Awake, low_power) if not monitor.get_reveal_child(): monitor.reveal() def destroy_monitor_views(self): """ Destroy all MonitorViews """ for monitor in self.monitors: monitor.destroy() del monitor def do_motion_notify_event(self, event): """ GtkWidget class motion-event handler. Delegate to EventHandler """ return self.event_handler.on_motion_event(event) def do_key_press_event(self, event): """ GtkWidget class key-press-event handler. Delegate to EventHandler """ return self.event_handler.on_key_press_event(event) def do_button_press_event(self, event): """ GtkWidget class button-press-event handler. Delegate to EventHandler """ return self.event_handler.on_button_press_event(event) def update_geometry(self): """ Override BaseWindow.update_geometry() - the Stage should always be the GdkScreen size """ self.rect = Gdk.Rectangle() self.rect.x = 0 self.rect.y = 0 self.rect.width = self.screen.get_width() self.rect.height = self.screen.get_height() hints = Gdk.Geometry() hints.min_width = self.rect.width hints.min_height = self.rect.height hints.max_width = self.rect.width hints.max_height = self.rect.height hints.base_width = self.rect.width hints.base_height = self.rect.height self.set_geometry_hints( self, hints, Gdk.WindowHints.MIN_SIZE | Gdk.WindowHints.MAX_SIZE | Gdk.WindowHints.BASE_SIZE) # Overlay window management def maybe_update_layout(self): """ Called on all user events, moves widgets to the currently focused monitor if it changes (whichever monitor the mouse is in) """ current_focus_monitor = utils.get_mouse_monitor() if self.last_focus_monitor == -1: self.last_focus_monitor = current_focus_monitor return if self.unlock_dialog and current_focus_monitor != self.last_focus_monitor: self.last_focus_monitor = current_focus_monitor self.overlay.queue_resize() def add_child_widget(self, widget): """ Add a new child to the overlay """ self.overlay.add_overlay(widget) def position_overlay_child(self, overlay, child, allocation): """ Callback for our GtkOverlay, think of this as a mini- window manager for our Stage. Depending on what type child is, we position it differently. We always call child.get_preferred_size() whether we plan to use it or not - this prevents allocation warning spew, particularly in Gtk >= 3.20. Returning True says, yes draw it. Returning False tells it to skip drawing. If a new widget type is introduced that spawns directly on the stage, it must have its own handling code here. """ if isinstance(child, MonitorView): """ MonitorView is always the size and position of its assigned monitor. This is calculated and stored by the child in child.rect) """ w, h = child.get_preferred_size() allocation.x = child.rect.x allocation.y = child.rect.y allocation.width = child.rect.width allocation.height = child.rect.height return True if isinstance(child, UnlockDialog): """ UnlockDialog always shows on the currently focused monitor (the one the mouse is currently in), and is kept centered. """ monitor = utils.get_mouse_monitor() monitor_rect = self.screen.get_monitor_geometry(monitor) min_rect, nat_rect = child.get_preferred_size() allocation.width = nat_rect.width allocation.height = nat_rect.height allocation.x = monitor_rect.x + (monitor_rect.width / 2) - (nat_rect.width / 2) allocation.y = monitor_rect.y + (monitor_rect.height / 2) - (nat_rect.height / 2) return True if isinstance(child, ClockWidget) or isinstance(child, AlbumArt): """ ClockWidget and AlbumArt behave differently depending on if status.Awake is True or not. The widgets' halign and valign properties are used to store their gross position on the monitor. This limits the number of possible positions to (3 * 3 * n_monitors) when our screensaver is not Awake, and the widgets have an internal timer that randomizes halign, valign, and current monitor every so many seconds, calling a queue_resize on itself after each timer tick (which forces this function to run). """ min_rect, nat_rect = child.get_preferred_size() current_monitor = child.current_monitor if status.Awake: """ If we're Awake, force the clock to track to the active monitor, and be aligned to the left-center. The albumart widget aligns right-center. """ if isinstance(child, ClockWidget): child.set_halign(Gtk.Align.START) else: child.set_halign(Gtk.Align.END) child.set_valign(Gtk.Align.CENTER) current_monitor = utils.get_mouse_monitor() else: for floater in self.floaters: """ Don't let our floating widgets end up in the same spot. """ if floater is child: continue if floater.get_halign() != child.get_halign( ) and floater.get_valign() != child.get_valign(): continue fa = floater.get_halign() ca = child.get_halign() while fa == ca: ca = ALIGNMENTS[random.randint(0, 2)] child.set_halign(ca) fa = floater.get_valign() ca = child.get_valign() while fa == ca: ca = ALIGNMENTS[random.randint(0, 2)] child.set_valign(ca) monitor_rect = self.screen.get_monitor_geometry(current_monitor) allocation.width = nat_rect.width allocation.height = nat_rect.height halign = child.get_halign() valign = child.get_valign() if halign == Gtk.Align.START: allocation.x = monitor_rect.x elif halign == Gtk.Align.CENTER: allocation.x = monitor_rect.x + (monitor_rect.width / 2) - (nat_rect.width / 2) elif halign == Gtk.Align.END: allocation.x = monitor_rect.x + monitor_rect.width - nat_rect.width if valign == Gtk.Align.START: allocation.y = monitor_rect.y elif valign == Gtk.Align.CENTER: allocation.y = monitor_rect.y + (monitor_rect.height / 2) - (nat_rect.height / 2) elif valign == Gtk.Align.END: allocation.y = monitor_rect.y + monitor_rect.height - nat_rect.height # Earlier gtk versions don't appear to include css padding in their preferred-size calculation # This is true at least in 3.14 (Betsy/Jessir - is 3.16 relevant anywhere?) if not utils.have_gtk_version("3.18.0"): padding = child.get_style_context().get_padding( Gtk.StateFlags.NORMAL) if halign == Gtk.Align.START: allocation.x += padding.left elif halign == Gtk.Align.END: allocation.x -= padding.right if valign == Gtk.Align.START: allocation.y += padding.top elif valign == Gtk.Align.END: allocation.y -= padding.bottom return True if isinstance(child, AudioPanel): """ The AudioPanel is only shown when Awake, and attaches itself to the upper-left corner of the active monitor. """ min_rect, nat_rect = child.get_preferred_size() if status.Awake: current_monitor = utils.get_mouse_monitor() monitor_rect = self.screen.get_monitor_geometry( current_monitor) allocation.x = monitor_rect.x allocation.y = monitor_rect.y allocation.width = nat_rect.width allocation.height = nat_rect.height else: allocation.x = child.rect.x allocation.y = child.rect.y allocation.width = nat_rect.width allocation.height = nat_rect.height return True if isinstance(child, InfoPanel): """ The InfoPanel can be shown while not Awake, but only if we're not running a screensaver plugin. In any case, it will only appear if a) We have received notifications while the screensaver is running, or b) we're either on battery or plugged in but with a non-full battery. It attaches itself to the upper-right corner of the monitor. """ min_rect, nat_rect = child.get_preferred_size() if status.Awake: current_monitor = utils.get_mouse_monitor() monitor_rect = self.screen.get_monitor_geometry( current_monitor) allocation.x = monitor_rect.x + monitor_rect.width - nat_rect.width allocation.y = monitor_rect.y allocation.width = nat_rect.width allocation.height = nat_rect.height else: allocation.x = child.rect.x + child.rect.width - nat_rect.width allocation.y = child.rect.y allocation.width = nat_rect.width allocation.height = nat_rect.height return True return False
class Stage(Gtk.Window): def __init__(self, screen, manager, away_message): Gtk.Window.__init__(self, type=Gtk.WindowType.POPUP, decorated=False, skip_taskbar_hint=True) trackers.con_tracker_get().connect(singletons.Backgrounds, "changed", self.on_bg_changed) self.destroying = False self.manager = manager self.screen = screen self.away_message = away_message self.monitors = [] self.last_focus_monitor = -1 self.overlay = None self.clock_widget = None self.unlock_dialog = None self.status_bar = None self.event_handler = EventHandler(manager) self.get_style_context().remove_class("background") self.set_events(self.get_events() | Gdk.EventMask.POINTER_MOTION_MASK | Gdk.EventMask.BUTTON_PRESS_MASK | Gdk.EventMask.BUTTON_RELEASE_MASK | Gdk.EventMask.KEY_PRESS_MASK | Gdk.EventMask.KEY_RELEASE_MASK | Gdk.EventMask.EXPOSURE_MASK | Gdk.EventMask.VISIBILITY_NOTIFY_MASK | Gdk.EventMask.ENTER_NOTIFY_MASK | Gdk.EventMask.LEAVE_NOTIFY_MASK | Gdk.EventMask.FOCUS_CHANGE_MASK) self.update_geometry() self.set_opacity(0.0) self.overlay = Gtk.Overlay() self.fader = Fader(self) trackers.con_tracker_get().connect(self.overlay, "realize", self.on_realized) trackers.con_tracker_get().connect(self.overlay, "get-child-position", self.position_overlay_child) self.overlay.show_all() self.add(self.overlay) self.power_client = singletons.UPowerClient self.gdk_filter = CScreensaver.GdkEventFilter() def transition_in(self, effect_time, callback): self.realize() self.fader.fade_in(effect_time, callback) def transition_out(self, effect_time, callback): if self.destroying: return self.destroying = True self.fader.cancel() self.fader.fade_out(effect_time, callback) def on_realized(self, widget): window = self.get_window() utils.override_user_time(window) window.move_resize(self.rect.x, self.rect.y, self.rect.width, self.rect.height) self.setup_children() self.gdk_filter.start(self) def setup_children(self): self.setup_monitors() self.setup_clock() self.setup_unlock() self.setup_status_bars() def destroy_stage(self): trackers.con_tracker_get().disconnect(singletons.Backgrounds, "changed", self.on_bg_changed) trackers.con_tracker_get().disconnect(self.power_client, "power-state-changed", self.on_power_state_changed) self.set_timeout_active(None, False) self.destroy_monitor_views() self.fader = None self.unlock_dialog.destroy() self.clock_widget.destroy() self.info_panel.destroy() self.audio_panel.destroy() self.unlock_dialog = None self.clock_widget = None self.info_panel = None self.audio_panel = None self.away_message = None self.monitors = [] self.gdk_filter.stop() self.gdk_filter = None self.destroy() def setup_monitors(self): n = self.screen.get_n_monitors() for index in range(n): monitor = MonitorView(self.screen, index) image = Gtk.Image() singletons.Backgrounds.create_and_set_gtk_image (image, monitor.rect.width, monitor.rect.height) monitor.set_initial_wallpaper_image(image) self.monitors.append(monitor) self.add_child_widget(monitor) self.put_on_bottom(monitor) self.update_monitor_views() def on_bg_changed(self, bg): for monitor in self.monitors: image = Gtk.Image() singletons.Backgrounds.create_and_set_gtk_image (image, monitor.rect.width, monitor.rect.height) monitor.set_next_wallpaper_image(image) def on_power_state_changed(self, client, data=None): trackers.con_tracker_get().connect(self.monitors[0], "current-view-change-complete", self.after_power_state_changed) self.update_monitor_views() def after_power_state_changed(self, monitor): trackers.con_tracker_get().disconnect(monitor, "current-view-change-complete", self.after_power_state_changed) self.info_panel.update_revealed() def setup_clock(self): self.clock_widget = ClockWidget(self.screen, self.away_message, utils.get_mouse_monitor()) self.add_child_widget(self.clock_widget) if not settings.should_show_plugin() and settings.get_show_clock(): self.put_on_top(self.clock_widget) self.clock_widget.start_positioning() def setup_unlock(self): self.unlock_dialog = UnlockDialog() self.add_child_widget(self.unlock_dialog) self.put_on_bottom(self.unlock_dialog) # Prevent a dialog timeout during authentication trackers.con_tracker_get().connect(self.unlock_dialog, "inhibit-timeout", self.set_timeout_active, False) trackers.con_tracker_get().connect(self.unlock_dialog, "uninhibit-timeout", self.set_timeout_active, True) # Respond to authentication success/failure trackers.con_tracker_get().connect(self.unlock_dialog, "auth-success", self.authentication_result_callback, True) trackers.con_tracker_get().connect(self.unlock_dialog, "auth-failure", self.authentication_result_callback, False) def setup_status_bars(self): self.audio_panel = AudioPanel(self.screen) self.add_child_widget(self.audio_panel) self.put_on_top(self.audio_panel) self.info_panel = InfoPanel(self.screen) self.add_child_widget(self.info_panel) self.put_on_top(self.info_panel) trackers.con_tracker_get().connect(self.power_client, "power-state-changed", self.on_power_state_changed) def queue_dialog_key_event(self, event): self.unlock_dialog.queue_key_event(event) # Timer stuff - after a certain time, the unlock dialog will cancel itself. # This timer is suspended during authentication, and any time a new user event is received def reset_timeout(self): self.set_timeout_active(None, True) def set_timeout_active(self, dialog, active): if active: trackers.timer_tracker_get().start("wake-timeout", c.UNLOCK_TIMEOUT * 1000, self.on_wake_timeout) else: trackers.timer_tracker_get().cancel("wake-timeout") def on_wake_timeout(self): self.set_timeout_active(None, False) self.manager.cancel_unlock_widget() return False def authentication_result_callback(self, dialog, success): if success: self.clock_widget.hide() self.unlock_dialog.hide() self.manager.unlock() else: self.unlock_dialog.blink() def set_message(self, msg): self.clock_widget.set_message(msg) # Methods that manipulate the unlock dialog def raise_unlock_widget(self): self.reset_timeout() if status.Awake: return self.clock_widget.stop_positioning() status.Awake = True # Connect to one of our monitorViews (we have at least one always), to wait for # its transition to finish before running after_wallpaper_shown_for_unlock() trackers.con_tracker_get().connect(self.monitors[0], "current-view-change-complete", self.after_wallpaper_shown_for_unlock) self.update_monitor_views() def after_wallpaper_shown_for_unlock(self, monitor, data=None): trackers.con_tracker_get().disconnect(monitor, "current-view-change-complete", self.after_wallpaper_shown_for_unlock) self.put_on_top(self.clock_widget) self.put_on_top(self.unlock_dialog) self.clock_widget.reveal() self.unlock_dialog.reveal() self.audio_panel.reveal() self.info_panel.update_revealed() def cancel_unlock_widget(self): if not status.Awake: return self.set_timeout_active(None, False) trackers.con_tracker_get().connect(self.unlock_dialog, "notify::child-revealed", self.after_unlock_unrevealed) self.unlock_dialog.unreveal() self.clock_widget.unreveal() self.audio_panel.unreveal() self.info_panel.unreveal() def after_unlock_unrevealed(self, obj, pspec): self.unlock_dialog.hide() self.unlock_dialog.cancel() self.audio_panel.hide() self.clock_widget.hide() trackers.con_tracker_get().disconnect(self.unlock_dialog, "notify::child-revealed", self.after_unlock_unrevealed) status.Awake = False trackers.con_tracker_get().connect(self.monitors[0], "current-view-change-complete", self.after_transitioned_back_to_sleep) self.update_monitor_views() def after_transitioned_back_to_sleep(self, monitor, data=None): trackers.con_tracker_get().disconnect(monitor, "current-view-change-complete", self.after_transitioned_back_to_sleep) self.info_panel.update_revealed() if not status.PluginRunning and settings.get_show_clock(): self.put_on_top(self.clock_widget) self.clock_widget.start_positioning() def update_monitor_views(self): low_power = not self.power_client.plugged_in for monitor in self.monitors: monitor.update_view(status.Awake, low_power) if not monitor.get_reveal_child(): monitor.reveal() def destroy_monitor_views(self): for monitor in self.monitors: monitor.destroy() def do_motion_notify_event(self, event): return self.event_handler.on_motion_event(event) def do_key_press_event(self, event): return self.event_handler.on_key_press_event(event) def do_button_press_event(self, event): return self.event_handler.on_button_press_event(event) # Override BaseWindow.update_geometry def update_geometry(self): self.rect = Gdk.Rectangle() self.rect.x = 0 self.rect.y = 0 self.rect.width = self.screen.get_width() self.rect.height = self.screen.get_height() hints = Gdk.Geometry() hints.min_width = self.rect.width hints.min_height = self.rect.height hints.max_width = self.rect.width hints.max_height = self.rect.height hints.base_width = self.rect.width hints.base_height = self.rect.height self.set_geometry_hints(self, hints, Gdk.WindowHints.MIN_SIZE | Gdk.WindowHints.MAX_SIZE | Gdk.WindowHints.BASE_SIZE) # Overlay window management # def maybe_update_layout(self): current_focus_monitor = utils.get_mouse_monitor() if self.last_focus_monitor == -1: self.last_focus_monitor = current_focus_monitor return if self.unlock_dialog and current_focus_monitor != self.last_focus_monitor: self.last_focus_monitor = current_focus_monitor self.overlay.queue_resize() def add_child_widget(self, widget): self.overlay.add_overlay(widget) def put_on_top(self, widget): self.overlay.reorder_overlay(widget, -1) self.overlay.queue_draw() def put_on_bottom(self, widget): self.overlay.reorder_overlay(widget, 0) self.overlay.queue_draw() def position_overlay_child(self, overlay, child, allocation): if isinstance(child, MonitorView): w, h = child.get_preferred_size() allocation.x = child.rect.x allocation.y = child.rect.y allocation.width = child.rect.width allocation.height = child.rect.height return True if isinstance(child, UnlockDialog): monitor = utils.get_mouse_monitor() monitor_rect = self.screen.get_monitor_geometry(monitor) min_rect, nat_rect = child.get_preferred_size() allocation.width = nat_rect.width allocation.height = nat_rect.height allocation.x = monitor_rect.x + (monitor_rect.width / 2) - (nat_rect.width / 2) allocation.y = monitor_rect.y + (monitor_rect.height / 2) - (nat_rect.height / 2) return True if isinstance(child, ClockWidget): min_rect, nat_rect = child.get_preferred_size() current_monitor = child.current_monitor if status.Awake: child.set_halign(Gtk.Align.START) child.set_valign(Gtk.Align.CENTER) current_monitor = utils.get_mouse_monitor() monitor_rect = self.screen.get_monitor_geometry(current_monitor) allocation.width = nat_rect.width allocation.height = nat_rect.height halign = child.get_halign() valign = child.get_valign() if halign == Gtk.Align.START: allocation.x = monitor_rect.x elif halign == Gtk.Align.CENTER: allocation.x = monitor_rect.x + (monitor_rect.width / 2) - (nat_rect.width / 2) elif halign == Gtk.Align.END: allocation.x = monitor_rect.x + monitor_rect.width - nat_rect.width if valign == Gtk.Align.START: allocation.y = monitor_rect.y elif valign == Gtk.Align.CENTER: allocation.y = monitor_rect.y + (monitor_rect.height / 2) - (nat_rect.height / 2) elif valign == Gtk.Align.END: allocation.y = monitor_rect.y + monitor_rect.height - nat_rect.height return True if isinstance(child, AudioPanel): min_rect, nat_rect = child.get_preferred_size() if status.Awake: current_monitor = utils.get_mouse_monitor() monitor_rect = self.screen.get_monitor_geometry(current_monitor) allocation.x = monitor_rect.x allocation.y = monitor_rect.y allocation.width = nat_rect.width allocation.height = nat_rect.height else: allocation.x = child.rect.x allocation.y = child.rect.y allocation.width = nat_rect.width allocation.height = nat_rect.height return True if isinstance(child, InfoPanel): min_rect, nat_rect = child.get_preferred_size() if status.Awake: current_monitor = utils.get_mouse_monitor() monitor_rect = self.screen.get_monitor_geometry(current_monitor) allocation.x = monitor_rect.x + monitor_rect.width - nat_rect.width allocation.y = monitor_rect.y allocation.width = monitor_rect.width allocation.height = nat_rect.height else: allocation.x = child.rect.x + child.rect.width - nat_rect.width allocation.y = child.rect.y allocation.width = nat_rect.width allocation.height = nat_rect.height return True return False