[dnd] Optionally restore the drag actor
Currently, the drag and drop code assumes that on a successful drop the target will either consume the drag actor or that it is otherwise OK to destroy the actor. As the drag behavior for window preview was changed, dropping a preview on the dash now results in the preview being swallowed - to fix, add an option to restore the actor in case of a successful drop as well. https://bugzilla.gnome.org/show_bug.cgi?id=619203
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js/ui/dnd.js
68
js/ui/dnd.js
@ -14,6 +14,8 @@ const Params = imports.misc.params;
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const SCALE_ANIMATION_TIME = 0.25;
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// Time to animate to original position on cancel
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const SNAP_BACK_ANIMATION_TIME = 0.25;
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// Time to animate to original position on success
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const REVERT_ANIMATION_TIME = 0.75;
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let eventHandlerActor = null;
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let currentDraggable = null;
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@ -41,6 +43,7 @@ function _Draggable(actor, params) {
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_Draggable.prototype = {
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_init : function(actor, params) {
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params = Params.parse(params, { manualMode: false,
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restoreOnSuccess: false,
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dragActorMaxSize: undefined,
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dragActorOpacity: undefined });
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@ -54,12 +57,13 @@ _Draggable.prototype = {
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}));
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this._onEventId = null;
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this._restoreOnSuccess = params.restoreOnSuccess;
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this._dragActorMaxSize = params.dragActorMaxSize;
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this._dragActorOpacity = params.dragActorOpacity;
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this._buttonDown = false; // The mouse button has been pressed and has not yet been released.
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this._dragInProgress = false; // The drag has been started, and has not been dropped or cancelled yet.
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this._snapBackInProgress = false; // The drag has been cancelled and the item is in the process of snapping back.
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this._animationInProgress = false; // The drag is over and the item is in the process of animating to its original position (snapping back or reverting).
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},
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_onButtonPress : function (actor, event) {
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@ -125,7 +129,7 @@ _Draggable.prototype = {
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this._buttonDown = false;
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if (this._dragInProgress) {
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return this._dragActorDropped(event);
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} else if (this._dragActor != null && !this._snapBackInProgress) {
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} else if (this._dragActor != null && !this._animationInProgress) {
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// Drag must have been cancelled with Esc.
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this._dragComplete();
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return true;
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@ -330,9 +334,14 @@ _Draggable.prototype = {
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(dropY - targY) / target.scale_y,
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event.get_time())) {
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// If it accepted the drop without taking the actor,
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// destroy it.
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if (this._dragActor.get_parent() == this._dragActor.get_stage())
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this._dragActor.destroy();
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// handle it ourselves.
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if (this._dragActor.get_parent() == this._dragActor.get_stage()) {
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if (this._restoreOnSuccess) {
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this._restoreDragActor(event.get_time());
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return true;
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} else
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this._dragActor.destroy();
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}
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this._dragInProgress = false;
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this.emit('drag-end', event.get_time(), true);
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@ -348,18 +357,23 @@ _Draggable.prototype = {
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return true;
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},
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// Get position of the drag actor's source if the source is still around,
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// or return the original location if the actor itself was being dragged
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// or the source is no longer around.
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_getRestoreLocation: function() {
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let locX = this._snapBackX;
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let locY = this._snapBackY;
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if (this._dragActorSource && this._dragActorSource.visible)
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[locX, locY] = this._dragActorSource.get_transformed_position();
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return [locX, locY];
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},
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_cancelDrag: function(eventTime) {
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this._dragInProgress = false;
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// Snap back to the actor source if the source is still around, snap back
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// to the original location if the actor itself was being dragged or the
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// source is no longer around.
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let snapBackX = this._snapBackX;
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let snapBackY = this._snapBackY;
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if (this._dragActorSource && this._dragActorSource.visible) {
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[snapBackX, snapBackY] = this._dragActorSource.get_transformed_position();
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}
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let [snapBackX, snapBackY] = this._getRestoreLocation();
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this._snapBackInProgress = true;
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this._animationInProgress = true;
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// No target, so snap back
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Tweener.addTween(this._dragActor,
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{ x: snapBackX,
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@ -369,13 +383,33 @@ _Draggable.prototype = {
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opacity: this._dragOrigOpacity,
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time: SNAP_BACK_ANIMATION_TIME,
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transition: 'easeOutQuad',
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onComplete: this._onSnapBackComplete,
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onComplete: this._onAnimationComplete,
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onCompleteScope: this,
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onCompleteParams: [this._dragActor, eventTime]
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});
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},
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_onSnapBackComplete : function (dragActor, eventTime) {
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_restoreDragActor: function(eventTime) {
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this._dragInProgress = false;
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[restoreX, restoreY] = this._getRestoreLocation();
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// fade the actor back in at its original location
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this._dragActor.set_position(restoreX, restoreY);
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this._dragActor.set_scale(this._snapBackScale, this._snapBackScale);
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this._dragActor.opacity = 0;
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this._animationInProgress = true;
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Tweener.addTween(this._dragActor,
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{ opacity: this._dragOrigOpacity,
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time: REVERT_ANIMATION_TIME,
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transition: 'easeOutQuad',
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onComplete: this._onAnimationComplete,
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onCompleteScope: this,
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onCompleteParams: [this._dragActor, eventTime]
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});
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},
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_onAnimationComplete : function (dragActor, eventTime) {
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if (this._dragOrigParent) {
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dragActor.reparent(this._dragOrigParent);
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dragActor.set_scale(this._dragOrigScale, this._dragOrigScale);
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@ -385,7 +419,7 @@ _Draggable.prototype = {
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}
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this.emit('drag-end', eventTime, false);
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this._snapBackInProgress = false;
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this._animationInProgress = false;
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if (!this._buttonDown)
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this._dragComplete();
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},
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@ -125,7 +125,8 @@ WindowClone.prototype = {
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Lang.bind(this, this._onLeave));
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this._draggable = DND.makeDraggable(this.actor,
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{ dragActorMaxSize: WINDOW_DND_SIZE,
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{ restoreOnSuccess: true,
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dragActorMaxSize: WINDOW_DND_SIZE,
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dragActorOpacity: DRAGGING_WINDOW_OPACITY });
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this._draggable.connect('drag-begin', Lang.bind(this, this._onDragBegin));
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this._draggable.connect('drag-end', Lang.bind(this, this._onDragEnd));
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@ -1244,7 +1244,6 @@ SingleView.prototype = {
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this._timeoutId = 0;
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}
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this._dropGroup.lower_bottom();
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actor.opacity = 255;
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this._inDrag = false;
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this._computeWorkspacePositions();
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this._updateWorkspaceActors(true);
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