dnd: Improve special-handling of St.Button

To avoid messing up St.Buttons' internal state with a pointer grab,
we wait for the pointer to leave the actor before starting the
drag operation manually. This works generally fine, but makes starting
a drag operation harder than necessary. To fix, enforce a reasonable
button state when starting the drag, rather than special-casing buttons
before the drag.

https://bugzilla.gnome.org/show_bug.cgi?id=637103
This commit is contained in:
Florian Müllner 2012-03-19 23:40:48 +01:00
parent a7d4c7d8de
commit b3358aeed7

View File

@ -120,13 +120,7 @@ const _Draggable = new Lang.Class({
return false;
this._buttonDown = true;
// special case St.Button: grabbing the pointer would mess up the
// internal state, so we start the drag manually on hover change
if (this.actor instanceof St.Button)
this.actor.connect('notify::hover',
Lang.bind(this, this._onButtonHoverChanged));
else
this._grabActor();
this._grabActor();
let [stageX, stageY] = event.get_coords();
this._dragStartX = stageX;
@ -135,15 +129,6 @@ const _Draggable = new Lang.Class({
return false;
},
_onButtonHoverChanged: function(button) {
if (button.hover || !button.pressed)
return;
button.fake_release();
this.startDrag(this._dragStartX, this._dragStartY,
global.get_current_time());
},
_grabActor: function() {
Clutter.grab_pointer(this.actor);
this._onEventId = this.actor.connect('event',
@ -232,6 +217,13 @@ const _Draggable = new Lang.Class({
currentDraggable = this;
this._dragInProgress = true;
// Special-case St.Button: the pointer grab messes with the internal
// state, so force a reset to a reasonable state here
if (this.actor instanceof St.Button) {
this.actor.fake_release();
this.actor.hover = false;
}
this.emit('drag-begin', time);
if (this._onEventId)
this._ungrabActor();