dnd: Reparent drag actor to the uiGroup rather then the stage
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@ -284,13 +284,13 @@ _Draggable.prototype = {
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this._dragOffsetY = actorStageY - this._dragStartY;
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this._dragOffsetY = actorStageY - this._dragStartY;
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// Set the actor's scale such that it will keep the same
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// Set the actor's scale such that it will keep the same
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// transformed size when it's reparented to the stage
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// transformed size when it's reparented to the uiGroup
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let [scaledWidth, scaledHeight] = this.actor.get_transformed_size();
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let [scaledWidth, scaledHeight] = this.actor.get_transformed_size();
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this.actor.set_scale(scaledWidth / this.actor.width,
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this.actor.set_scale(scaledWidth / this.actor.width,
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scaledHeight / this.actor.height);
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scaledHeight / this.actor.height);
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}
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}
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this._dragActor.reparent(this.actor.get_stage());
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this._dragActor.reparent(Main.uiGroup);
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this._dragActor.raise_top();
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this._dragActor.raise_top();
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Shell.util_set_hidden_from_pick(this._dragActor, true);
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Shell.util_set_hidden_from_pick(this._dragActor, true);
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@ -442,7 +442,7 @@ _Draggable.prototype = {
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return true;
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return true;
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// If it accepted the drop without taking the actor,
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// If it accepted the drop without taking the actor,
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// handle it ourselves.
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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._dragActor.get_parent() == Main.uiGroup) {
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if (this._restoreOnSuccess) {
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if (this._restoreOnSuccess) {
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this._restoreDragActor(event.get_time());
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this._restoreDragActor(event.get_time());
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return true;
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return true;
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