lp:~3v1n0/unity/shield-notify-grabs

Created by Marco Trevisan (Treviño) on 2014-09-19 and last modified on 2014-09-20
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Branch information

Owner:
Marco Trevisan (Treviño)
Project:
Unity
Status:
Merged

Recent revisions

3882. By Marco Trevisan (Treviño) on 2014-09-20

MockIndicators: add CloseActiveEntry method

3881. By Marco Trevisan (Treviño) on 2014-09-19

LockScreenShield: remove useless logger definition

3880. By Marco Trevisan (Treviño) on 2014-09-19

PanelService: add missing new-line at the end of file

3879. By Marco Trevisan (Treviño) on 2014-09-19

UnityScreen: close the active indicator when the on lock screen request

3878. By Marco Trevisan (Treviño) on 2014-09-19

Indicators: add CloseActiveEntry method, that calls relative on u-p-s

3877. By Marco Trevisan (Treviño) on 2014-09-19

PanelService: add CloseActiveEntry method

To force an indicator to be closed

3876. By Marco Trevisan (Treviño) on 2014-09-19

LockScreenPanel: Activate the active entry during panel initialization

In this way we get the pointer motion events tracked and the
proper indicator visual effect.

3875. By Marco Trevisan (Treviño) on 2014-09-19

LockScreenPanel: don't include the monitor id on the panel name

Even in multi-monitor, there's just only one panel in the lockscreen,
thus we need to sync the menu geometries for just one panel instance.
By doing this, if the primary shield gets moved to another monitor,
while a menu is open, we get the menu automagically moved to the new
monitor for free (as it's handled by u-p-s).

3874. By Marco Trevisan (Treviño) on 2014-09-19

LockScreenController: wait the primary shield to get the grab before setting the session locked

If that fails (and if the grab has never been gained during this locking session),
it's up to the Controller to decide whether the lock request has to be ignored.
So, if the primary shield fails to grab, before that the screen has ever been locked,
then we have to give up. Otherwise if it fails (but we were already locked), it's safe
to assume that this failure is due to the menus that are currently controlling the grab.

Also setup the primary shield signal connections in a shared place and use a
connection::Manager to keep track of them.

3873. By Marco Trevisan (Treviño) on 2014-09-19

LockScreenShield: add HasGrab method and grabbed and grab_failed signals

It's not up to the shield to eventually unlock the screen if it can't take the grab

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