Fix hover state after DND

During a drag-and-drop, our pointer grab keeps enter/leave events from
being delivered. That means that after the DND ends, whatever actor is
under the pointer won't have received the enter event it should have,
and any state or hover effect dependent on that won't work right.
By remembering the first-leave and last-enter events we can figure out
what widgets we need to call st_widget_sync_hover() on after the drag.

https://bugzilla.gnome.org/show_bug.cgi?id=640974
This commit is contained in:
Owen W. Taylor 2011-01-30 17:39:50 -05:00
parent ac92d0678b
commit 0dfdc9371e

View File

@ -101,6 +101,12 @@ _Draggable.prototype = {
this._dragInProgress = false; // The drag has been started, and has not been dropped or cancelled yet.
this._animationInProgress = false; // The drag is over and the item is in the process of animating to its original position (snapping back or reverting).
// During the drag, we eat enter/leave events so that actors don't prelight or show
// tooltips. But we remember the relevant events (first leave, last enter) so we can
// fix up the hover state after the drag ends.
this._firstLeaveEvent = null;
this._lastEnterEvent = null;
this._eventsGrabbed = false;
},
@ -198,6 +204,11 @@ _Draggable.prototype = {
this._cancelDrag(event.get_time());
return true;
}
} else if (event.type() == Clutter.EventType.LEAVE) {
if (this._firstLeaveEvent == null)
this._firstLeaveEvent = event;
} else if (event.type() == Clutter.EventType.ENTER) {
this._lastEnterEvent = event;
}
return false;
@ -485,7 +496,7 @@ _Draggable.prototype = {
if (this._actorDestroyed) {
global.unset_cursor();
if (!this._buttonDown)
this._ungrabEvents();
this._dragComplete();
this.emit('drag-end', eventTime, false);
return;
}
@ -542,12 +553,41 @@ _Draggable.prototype = {
this._dragComplete();
},
// Actor is an actor we might have entered or left during the drag; call
// st_widget_sync_hover on all StWidget ancestors
_syncHover: function(actor) {
// If the actor was reparented from its original location and
// destroyed, then start syncing hover at the original parent
if (actor == this._dragActor && this._actorDestroyed)
actor = this._dragOrigParent;
while (actor) {
let parent = actor.get_parent();
if (actor instanceof St.Widget)
actor.sync_hover();
actor = parent;
}
},
_dragComplete: function() {
if (!this._actorDestroyed)
Shell.util_set_hidden_from_pick(this._dragActor, false);
this._ungrabEvents();
if (this._firstLeaveEvent) {
this._syncHover(this._firstLeaveEvent.get_source());
this._firstLeaveEvent = null;
}
if (this._lastEnterEvent) {
this._syncHover(this._lastEnterEvent.get_source());
this._lastEnterEvent = null;
}
this._dragActor = undefined;
currentDraggable = null;
this._ungrabEvents();
}
};