/usr/share/pyshared/Onboard/Keyboard.py is in onboard 0.97.0-0ubuntu3.
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from __future__ import division, print_function, unicode_literals
import sys
from gi.repository import GObject, Gtk, Gdk
from Onboard.KeyGtk import *
from Onboard import KeyCommon
from Onboard.MouseControl import MouseController
from Onboard.Scanner import Scanner
from Onboard.utils import Timer
try:
from Onboard.utils import run_script, get_keysym_from_name, dictproperty
except DeprecationWarning:
pass
### Config Singleton ###
from Onboard.Config import Config
config = Config()
########################
### Logging ###
import logging
_logger = logging.getLogger("Keyboard")
###############
# enum of event types for key press/release
class EventType:
class CLICK: pass
class DOUBLE_CLICK: pass
class DWELL: pass
class UnpressTimer(Timer):
""" Redraw key unpressed after a short while """
def __init__(self, keyboard):
self._keyboard = keyboard
self._key = None
def start(self, key):
self._key = key
Timer.start(self, 0.08)
def reset(self):
Timer.stop(self)
self.draw_unpressed()
def on_timer(self):
self.draw_unpressed()
return False
def draw_unpressed(self):
if self._key:
self._key.pressed = False
self._keyboard.redraw([self._key])
self._key = None
class Keyboard:
""" Cairo based keyboard widget """
color_scheme = None
alt_locked = False
layer_locked = False
### Properties ###
# The number of pressed keys per modifier
_mods = {1:0,2:0, 4:0,8:0, 16:0,32:0,64:0,128:0}
def _get_mod(self, key):
return self._mods[key]
def _set_mod(self, key, value):
self._mods[key] = value
self._on_mods_changed()
mods = dictproperty(_get_mod, _set_mod)
# currently active layer
def _get_active_layer_index(self):
return config.active_layer_index
def _set_active_layer_index(self, index):
config.active_layer_index = index
active_layer_index = property(_get_active_layer_index,
_set_active_layer_index)
def _get_active_layer(self):
layers = self.get_layers()
if not layers:
return None
index = self.active_layer_index
if index < 0 or index >= len(layers):
index = 0
return layers[index]
def _set_active_layer(self, layer):
index = 0
for i, layer in enumerate(self.get_layers()):
if layer is layer:
index = i
break
self.active_layer_index = index
active_layer = property(_get_active_layer, _set_active_layer)
def assure_valid_active_layer(self):
"""
Reset layer index if it is out of range. e.g. due to
loading a layout with fewer panes.
"""
index = self.active_layer_index
if index < 0 or index >= len(self.get_layers()):
self.active_layer_index = 0
##################
def __init__(self, vk):
self.scanner = None
self.vk = vk
self.unpress_timer = UnpressTimer(self)
def destruct(self):
self.cleanup()
def initial_update(self):
""" called when the layout has been loaded """
#List of keys which have been latched.
#ie. pressed until next non sticky button is pressed.
self._latched_sticky_keys = []
self._locked_sticky_keys = []
self.canvas_rect = Rect()
self.button_controllers = {}
self._editing_snippet = False
self._last_canvas_extents = None
# connect button controllers to button keys
types = [BCMiddleClick, BCSingleClick, BCSecondaryClick, BCDoubleClick, BCDragClick,
BCHoverClick,
BCHide, BCShowClick, BCMove, BCPreferences, BCQuit,
]
for key in self.layout.iter_keys():
if key.is_layer_button():
bc = BCLayer(self, key)
bc.layer_index = key.get_layer_index()
self.button_controllers[key] = bc
else:
for type in types:
if type.id == key.id:
self.button_controllers[key] = type(self, key)
self.assure_valid_active_layer()
self.update_ui()
def enable_scanner(self, enable):
""" Config callback for scanner.enabled changes. """
if enable:
self.scanner = Scanner(self._on_scanner_redraw,
self._on_scanner_activate)
if self.layout:
self.scanner.update_layer(self.layout, self.active_layer)
else:
_logger.warning("Failed to update scanner. No layout.")
else:
if self.scanner:
self.scanner.finalize()
self.scanner = None
def _on_scanner_enabled(self, enabled):
""" Config callback for scanner.enabled changes. """
self.enable_scanner(enabled)
self.update_transparency()
def _on_scanner_redraw(self, keys):
""" Scanner callback for redraws. """
self.redraw(keys)
def _on_scanner_activate(self, key):
""" Scanner callback for key activation. """
self.press_key(key)
self.release_key(key)
def get_layers(self):
if self.layout:
return self.layout.get_layer_ids()
return []
def iter_keys(self, group_name=None):
""" iterate through all keys or all keys of a group """
if self.layout:
return self.layout.iter_keys(group_name)
else:
return []
def utf8_to_unicode(self, utf8Char):
return ord(utf8Char.decode('utf-8'))
def get_key_at_location(self, location):
if not self.layout: # don't fail on exit
return None
# First try all keys of the active layer
for item in reversed(list(self.layout.iter_layer_keys(self.active_layer))):
if item.visible and item.is_point_within(location):
return item
# Then check all non-layer keys (layer switcher, hide, etc.)
for item in reversed(list(self.layout.iter_layer_keys(None))):
if item.visible and item.is_point_within(location):
return item
def cb_dialog_response(self, dialog, response, snippet_id, \
label_entry, text_entry):
if response == Gtk.ResponseType.OK:
label = label_entry.get_text()
text = text_entry.get_text()
if sys.version_info.major == 2:
label = label.decode("utf-8")
text = text.decode("utf-8")
config.set_snippet(snippet_id, (label, text))
dialog.destroy()
self._editing_snippet = False
def cb_macroEntry_activate(self,widget,macroNo,dialog):
self.set_new_macro(macroNo, gtk.RESPONSE_OK, widget, dialog)
def set_new_macro(self,macroNo,response,macroEntry,dialog):
if response == gtk.RESPONSE_OK:
config.set_snippet(macroNo, macroEntry.get_text())
dialog.destroy()
def _on_mods_changed(self):
raise NotImplementedError()
def press_key(self, key, button = 1, event_type = EventType.CLICK):
if not key.sensitive:
return
# unpress the previous key
self.unpress_timer.reset()
key.pressed = True
if not key.active:
if self.mods[8]:
self.alt_locked = True
self.vk.lock_mod(8)
if not key.sticky or not key.active:
# press key
self.send_press_key(key, button, event_type)
# Modifier keys may change multiple keys -> redraw everything
if key.action_type == KeyCommon.MODIFIER_ACTION:
self.redraw()
self.redraw([key])
def release_key(self, key, button = 1, event_type = EventType.CLICK):
if not key.sensitive:
return
# Was the key nothing but pressed before?
extend_pressed_state = key.is_pressed_only()
if key.sticky:
self.cycle_sticky_key(key, button, event_type)
else:
self.send_release_key(key, button, event_type)
# Don't release latched modifiers for click buttons right now.
# Keep modifier keys unchanged until the actual click happens
# -> allow clicks with modifiers
if not key.is_layer_button() and \
not (key.action_type == KeyCommon.BUTTON_ACTION and \
key.id in ["middleclick", "secondaryclick"]):
# release latched modifiers
self.release_latched_sticky_keys()
# switch to layer 0
if not key.is_layer_button() and \
not key.id in ["move", "showclick"] and \
not self._editing_snippet:
if self.active_layer_index != 0 and not self.layer_locked:
self.active_layer_index = 0
self.redraw()
self.update_controllers()
self.update_layout()
# Is the key still nothing but pressed?
extend_pressed_state = extend_pressed_state and key.is_pressed_only()
# Draw key unpressed to remove the visual feedback.
if extend_pressed_state and \
not config.scanner.enabled:
# Keep key pressed for a little longer for clear user feedback.
self.unpress_timer.start(key)
else:
# Unpress now to avoid flickering of the
# pressed color after key release.
key.pressed = False
self.redraw([key])
def cycle_sticky_key(self, key, button, event_type):
""" One cycle step when pressing a sticky (latchabe/lockable) key """
active, locked = self.cycle_sticky_key_state(key,
key.active, key.locked,
button, event_type)
# apply the new states
was_active = key.active
key.active = active
key.locked = locked
if active:
if locked:
if key in self._latched_sticky_keys:
self._latched_sticky_keys.remove(key)
if not key in self._locked_sticky_keys:
self._locked_sticky_keys.append(key)
else:
if not key in self._latched_sticky_keys:
self._latched_sticky_keys.append(key)
if key in self._locked_sticky_keys:
self._locked_sticky_keys.remove(key)
else:
if key in self._latched_sticky_keys:
self._latched_sticky_keys.remove(key)
if key in self._locked_sticky_keys:
self._locked_sticky_keys.remove(key)
if was_active:
self.send_release_key(key)
if key.action_type == KeyCommon.MODIFIER_ACTION:
self.redraw() # redraw the whole keyboard
def cycle_sticky_key_state(self, key, active, locked, button, event_type):
""" One cycle step when pressing a sticky (latchabe/lockable) key """
# double click usable?
if event_type == EventType.DOUBLE_CLICK and \
self._can_lock_on_double_click(key, event_type):
# any state -> locked
active = True
locked = True
# single click or unused double click
else:
# off -> latched or locked
if not active:
if self._can_latch(key):
active = True
elif self._can_lock(key, event_type):
active = True
locked = True
# latched -> locked
elif not key.locked and \
self._can_lock(key, event_type):
locked = True
# latched or locked -> off
else:
active = False
locked = False
return active, locked
def _can_latch(self, key):
"""
Can sticky key enter latched state?
Latched keys are automatically released when a
non-sticky key is pressed.
"""
behavior = self._get_sticky_key_behavior(key)
return behavior in ["cycle", "dblclick", "latch"]
def _can_lock(self, key, event_type):
"""
Can sticky key enter locked state?
Locked keys stay active until they are pressed again.
"""
behavior = self._get_sticky_key_behavior(key)
return behavior in ["cycle", "lock"] or \
behavior in ["dblclick"] and event_type == EventType.DOUBLE_CLICK
def _can_lock_on_double_click(self, key, event_type):
"""
Can sticky key enter locked state on double click?
Locked keys stay active until they are pressed again.
"""
behavior = self._get_sticky_key_behavior(key)
return behavior in ["dblclick"] and \
event_type == EventType.DOUBLE_CLICK
def _get_sticky_key_behavior(self, key):
""" Return the sticky key behavior for the given key """
behaviors = ["cycle", "dblclick", "latch", "lock"]
_dict = config.keyboard.sticky_key_behavior
# try the individual key id
behavior = _dict.get(key.id)
# Special case: CAPS key always defaults to lock-only behavior
# unless it was expicitely included in sticky_key_behaviors.
if behavior is None and \
key.id == "CAPS":
behavior = "lock"
# try the key group
if behavior is None:
if key.is_modifier():
behavior = _dict.get("modifiers")
if key.is_layer_button():
behavior = _dict.get("layers")
# try the 'all' group
if behavior is None:
behavior = _dict.get("all")
# else fall back to hard coded default
if not behavior in behaviors:
behavior = "cycle"
return behavior
def send_press_key(self, key, button, event_type):
if key.action_type == KeyCommon.CHAR_ACTION:
char = key.action
if sys.version_info.major == 2:
char = self.utf8_to_unicode(char)
self.vk.press_unicode(char)
elif key.action_type == KeyCommon.KEYSYM_ACTION:
self.vk.press_keysym(key.action)
elif key.action_type == KeyCommon.KEYPRESS_NAME_ACTION:
self.vk.press_keysym(get_keysym_from_name(key.action))
elif key.action_type == KeyCommon.MODIFIER_ACTION:
mod = key.action
if not mod == 8: #Hack since alt puts metacity into move mode and prevents clicks reaching widget.
self.vk.lock_mod(mod)
self.mods[mod] += 1
elif key.action_type == KeyCommon.MACRO_ACTION:
snippet_id = int(key.action)
mlabel, mString = config.snippets.get(snippet_id, (None, None))
if mString:
self.press_key_string(mString)
# Block dialog in xembed mode.
# Don't allow to open multiple dialogs in force-to-top mode.
elif not config.xid_mode and \
not self._editing_snippet:
dialog = Gtk.Dialog(_("New snippet"),
self.get_toplevel(), 0,
(Gtk.STOCK_CANCEL,
Gtk.ResponseType.CANCEL,
_("_Save snippet"),
Gtk.ResponseType.OK))
# Don't hide dialog behind the keyboard in force-to-top mode.
if config.window.force_to_top:
dialog.set_position(Gtk.WindowPosition.NONE)
dialog.set_default_response(Gtk.ResponseType.OK)
box = Gtk.Box(orientation=Gtk.Orientation.VERTICAL,
spacing=12, border_width=5)
dialog.get_content_area().add(box)
msg = Gtk.Label(_("Enter a new snippet for this button:"),
xalign=0.0)
box.add(msg)
label_entry = Gtk.Entry(hexpand=True)
text_entry = Gtk.Entry(hexpand=True)
label_label = Gtk.Label(_("_Button label:"),
xalign=0.0,
use_underline=True,
mnemonic_widget=label_entry)
text_label = Gtk.Label(_("S_nippet:"),
xalign=0.0,
use_underline=True,
mnemonic_widget=text_entry)
grid = Gtk.Grid(row_spacing=6, column_spacing=3)
grid.attach(label_label, 0, 0, 1, 1)
grid.attach(text_label, 0, 1, 1, 1)
grid.attach(label_entry, 1, 0, 1, 1)
grid.attach(text_entry, 1, 1, 1, 1)
box.add(grid)
dialog.connect("response", self.cb_dialog_response, \
snippet_id, label_entry, text_entry)
label_entry.grab_focus()
dialog.show_all()
self._editing_snippet = True
elif key.action_type == KeyCommon.KEYCODE_ACTION:
self.vk.press_keycode(key.action)
elif key.action_type == KeyCommon.SCRIPT_ACTION:
if not config.xid_mode: # block settings dialog in xembed mode
if key.action:
run_script(key.action)
elif key.action_type == KeyCommon.BUTTON_ACTION:
controller = self.button_controllers.get(key)
if controller:
controller.press(button, event_type)
def has_latched_sticky_keys(self, except_keys = None):
""" any sticky keys latched? """
return len(self._latched_sticky_keys) > 0
def release_latched_sticky_keys(self, except_keys = None):
""" release latched sticky (modifier) keys """
if len(self._latched_sticky_keys) > 0:
for key in self._latched_sticky_keys[:]:
if not except_keys or not key in except_keys:
self.send_release_key(key)
self._latched_sticky_keys.remove(key)
key.active = False
# modifiers may change many key labels -> redraw everything
self.redraw()
def release_locked_sticky_keys(self):
""" release locked sticky (modifier) keys """
if len(self._locked_sticky_keys) > 0:
for key in self._locked_sticky_keys[:]:
self.send_release_key(key)
self._locked_sticky_keys.remove(key)
key.active = False
key.locked = False
key.pressed = False
# modifiers may change many key labels -> redraw everything
self.redraw()
def send_release_key(self,key, button = 1, event_type = EventType.CLICK):
if key.action_type == KeyCommon.CHAR_ACTION:
char = key.action
if sys.version_info.major == 2:
char = self.utf8_to_unicode(char)
self.vk.release_unicode(char)
elif key.action_type == KeyCommon.KEYSYM_ACTION:
self.vk.release_keysym(key.action)
elif key.action_type == KeyCommon.KEYPRESS_NAME_ACTION:
self.vk.release_keysym(get_keysym_from_name(key.action))
elif key.action_type == KeyCommon.KEYCODE_ACTION:
self.vk.release_keycode(key.action);
elif key.action_type == KeyCommon.MACRO_ACTION:
pass
elif key.action_type == KeyCommon.SCRIPT_ACTION:
pass
elif key.action_type == KeyCommon.BUTTON_ACTION:
controller = self.button_controllers.get(key)
if controller:
controller.release(button, event_type)
elif key.action_type == KeyCommon.MODIFIER_ACTION:
mod = key.action
if not mod == 8:
self.vk.unlock_mod(mod)
self.mods[mod] -= 1
if self.alt_locked:
self.alt_locked = False
self.vk.unlock_mod(8)
def press_key_string(self, keystr):
"""
Send key presses for all characters in a unicode string
and keep track of the changes in input_line.
"""
capitalize = False
keystr = keystr.replace("\\n", "\n")
if self.vk: # may be None in the last call before exiting
for ch in keystr:
if ch == "\b": # backspace?
keysym = get_keysym_from_name("backspace")
self.vk.press_keysym (keysym)
self.vk.release_keysym(keysym)
elif ch == "\x0e": # set to upper case at sentence begin?
capitalize = True
elif ch == "\n":
# press_unicode("\n") fails in gedit.
# -> explicitely send the key symbol instead
keysym = get_keysym_from_name("return")
self.vk.press_keysym (keysym)
self.vk.release_keysym(keysym)
else: # any other printable keys
self.vk.press_unicode(ord(ch))
self.vk.release_unicode(ord(ch))
return capitalize
def update_ui(self):
""" Force update of everything """
self.update_controllers()
self.update_layout()
self.update_font_sizes()
def update_controllers(self):
# update buttons
for controller in list(self.button_controllers.values()):
controller.update()
def update_layout(self):
layout = self.layout
if not layout:
return
# show/hide layers
layers = layout.get_layer_ids()
if layers:
layout.set_visible_layers([layers[0], self.active_layer])
# notify the scanner about layer changes
if self.scanner:
self.scanner.update_layer(layout, self.active_layer)
# recalculate items rectangles
self.canvas_rect = Rect(0, 0,
self.get_allocated_width(),
self.get_allocated_height())
rect = self.canvas_rect.deflate(config.get_frame_width())
#keep_aspect = config.xid_mode and self.supports_alpha()
keep_aspect = False
layout.fit_inside_canvas(rect, keep_aspect)
# Give toolkit dependent keyboardGTK a chance to
# update the aspect ratio of the main window
self.on_layout_updated()
def on_outside_click(self):
"""
Called by outside click polling.
Keep this as Francesco likes to have modifiers
reset when clicking outside of onboard.
"""
self.release_latched_sticky_keys()
def on_cancel_outside_click(self):
""" Called when outside click polling times out. """
pass
def get_mouse_controller(self):
if config.mousetweaks and \
config.mousetweaks.is_active():
return config.mousetweaks
return config.clickmapper
def cleanup(self):
# resets still latched and locked modifier keys on exit
self.release_latched_sticky_keys()
self.release_locked_sticky_keys()
self.unpress_timer.stop()
for key in self.iter_keys():
if key.pressed and key.action_type in \
[KeyCommon.CHAR_ACTION,
KeyCommon.KEYSYM_ACTION,
KeyCommon.KEYPRESS_NAME_ACTION,
KeyCommon.KEYCODE_ACTION]:
# Release still pressed enter key when onboard gets killed
# on enter key press.
_logger.debug(_("Releasing still pressed key '{}'") \
.format(key.id))
self.send_release_key(key)
# Somehow keyboard objects don't get released
# when switching layouts, there are still
# excess references/memory leaks somewhere.
# We need to manually release virtkey references or
# Xlib runs out of client connections after a couple
# dozen layout switches.
self.vk = None
self.layout = None # free the memory
def find_keys_from_ids(self, key_ids):
if self.layout is None:
return []
return self.layout.find_ids(key_ids)
class ButtonController(object):
"""
MVC inspired controller that handles events and the resulting
state changes of buttons.
"""
def __init__(self, keyboard, key):
self.keyboard = keyboard
self.key = key
def press(self, button, event_type):
""" button pressed """
pass
def long_press(self, button):
""" button pressed long """
pass
def release(self, button, event_type):
""" button released """
pass
def update(self):
""" asynchronous ui update """
pass
def can_dwell(self):
""" can start dwelling? """
return False
def can_long_press(self):
""" can start long press? """
return False
def set_visible(self, visible):
if self.key.visible != visible:
self.key.visible = visible
self.keyboard.redraw([self.key])
def set_sensitive(self, sensitive):
if self.key.sensitive != sensitive:
self.key.sensitive = sensitive
self.keyboard.redraw([self.key])
def set_active(self, active = None):
if not active is None and self.key.active != active:
self.key.active = active
self.keyboard.redraw([self.key])
def set_locked(self, locked = None):
if not locked is None and self.key.locked != locked:
self.key.active = locked
self.key.locked = locked
self.keyboard.redraw([self.key])
class BCClick(ButtonController):
""" Controller for click buttons """
def release(self, button, event_type):
mc = self.keyboard.get_mouse_controller()
if self.is_active():
# stop click mapping, resets to primary button and single click
mc.set_click_params(MouseController.PRIMARY_BUTTON,
MouseController.CLICK_TYPE_SINGLE)
else:
# Exclude click type buttons from the click mapping
# to be able to reliably cancel the click.
# -> They will receive only single left clicks.
rects = self.keyboard.get_click_type_button_rects()
config.clickmapper.set_exclusion_rects(rects)
# start the click mapping
mc.set_click_params(self.button, self.click_type)
def update(self):
mc = self.keyboard.get_mouse_controller()
self.set_active(self.is_active())
self.set_sensitive(
mc.supports_click_params(self.button, self.click_type))
def is_active(self):
mc = self.keyboard.get_mouse_controller()
return mc.get_click_button() == self.button and \
mc.get_click_type() == self.click_type
class BCSingleClick(BCClick):
id = "singleclick"
button = MouseController.PRIMARY_BUTTON
click_type = MouseController.CLICK_TYPE_SINGLE
class BCMiddleClick(BCClick):
id = "middleclick"
button = MouseController.MIDDLE_BUTTON
click_type = MouseController.CLICK_TYPE_SINGLE
class BCSecondaryClick(BCClick):
id = "secondaryclick"
button = MouseController.SECONDARY_BUTTON
click_type = MouseController.CLICK_TYPE_SINGLE
class BCDoubleClick(BCClick):
id = "doubleclick"
button = MouseController.PRIMARY_BUTTON
click_type = MouseController.CLICK_TYPE_DOUBLE
class BCDragClick(BCClick):
id = "dragclick"
button = MouseController.PRIMARY_BUTTON
click_type = MouseController.CLICK_TYPE_DRAG
def release(self, button, event_type):
BCClick. release(self, button, event_type)
self.keyboard.show_touch_handles(show = self.can_show_handles(),
auto_hide = False)
def update(self):
active = self.key.active
BCClick.update(self)
if active and not self.key.active:
# hide the touch handles
self.keyboard.show_touch_handles(self.can_show_handles())
def can_show_handles(self):
return self.is_active() and \
config.mousetweaks and config.mousetweaks.is_active() and \
not config.xid_mode
class BCHoverClick(ButtonController):
id = "hoverclick"
def release(self, button, event_type):
config.enable_hover_click(not config.mousetweaks.is_active())
def update(self):
available = bool(config.mousetweaks)
active = config.mousetweaks.is_active() \
if available else False
self.set_sensitive(available and \
not config.lockdown.disable_hover_click)
# force locked color for better visibility
self.set_locked(active)
#self.set_active(config.mousetweaks.is_active())
def can_dwell(self):
return not (config.mousetweaks and config.mousetweaks.is_active())
class BCHide(ButtonController):
id = "hide"
def release(self, button, event_type):
self.keyboard.set_user_visible(False)
def update(self):
self.set_sensitive(not config.xid_mode) # insensitive in XEmbed mode
class BCShowClick(ButtonController):
id = "showclick"
def release(self, button, event_type):
config.keyboard.show_click_buttons = not config.keyboard.show_click_buttons
# enable hover click when the key was dwell-activated
# disabled for now, seems too confusing
if False:
if event_type == EventType.DWELL and \
config.keyboard.show_click_buttons and \
not config.mousetweaks.is_active():
config.enable_hover_click(True)
def update(self):
allowed = not config.lockdown.disable_click_buttons
self.set_visible(allowed)
# Don't show active state. Toggling the click column
# should be enough feedback.
#self.set_active(config.keyboard.show_click_buttons)
# show/hide click buttons
show_click = config.keyboard.show_click_buttons and allowed
layout = self.keyboard.layout
if layout:
for item in layout.iter_items():
if item.group == 'click':
item.visible = show_click
elif item.group == 'noclick':
item.visible = not show_click
def can_dwell(self):
return not config.mousetweaks or not config.mousetweaks.is_active()
class BCMove(ButtonController):
id = "move"
def press(self, button, event_type):
self.keyboard.start_move_window()
def long_press(self, button):
self.keyboard.show_touch_handles(True)
def release(self, button, event_type):
self.keyboard.stop_move_window()
def update(self):
self.set_visible(not config.has_window_decoration())
self.set_sensitive(not config.xid_mode)
def can_long_press(self):
return not config.xid_mode
class BCLayer(ButtonController):
""" layer switch button, switches to layer <layer_index> when released """
layer_index = None
def _get_id(self):
return "layer" + str(self.layer_index)
id = property(_get_id)
def release(self, button, event_type):
keyboard = self.keyboard
active_before = keyboard.active_layer_index == self.layer_index
locked_before = active_before and keyboard.layer_locked
active, locked = keyboard.cycle_sticky_key_state(
self.key,
active_before, locked_before,
button, event_type)
keyboard.active_layer_index = self.layer_index \
if active else 0
keyboard.layer_locked = locked \
if self.layer_index else False
if active_before != active:
keyboard.redraw()
def update(self):
# don't show active state for layer 0, it'd be visible all the time
active = self.key.get_layer_index() != 0 and \
self.key.get_layer_index() == self.keyboard.active_layer_index
self.set_active(active)
self.set_locked(active and self.keyboard.layer_locked)
class BCPreferences(ButtonController):
id = "settings"
def release(self, button, event_type):
run_script("sokSettings")
def update(self):
self.set_sensitive(not config.xid_mode and \
not config.running_under_gdm and \
not config.lockdown.disable_preferences)
class BCQuit(ButtonController):
id = "quit"
def release(self, button, event_type):
self.keyboard.emit_quit_onboard()
def update(self):
self.set_sensitive(not config.xid_mode and \
not config.lockdown.disable_quit)
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