From c50e32436685f24b3b3875076cd0ea81269535f1 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Florian=20M=C3=BCllner?= Date: Sun, 6 Jun 2010 16:22:27 +0200 Subject: [PATCH] [dnd] Add monitoring hooks for motion/drop events Sometimes it is desirable to be able to react to DND events that happen outside a target actor's bounds, e.g. to implement reactive screen edges. Add a simple interface which allows to hook into drag motion and drop handling without jumping through ugly hoops. https://bugzilla.gnome.org/show_bug.cgi?id=620504 --- js/ui/dnd.js | 72 ++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 72 insertions(+) diff --git a/js/ui/dnd.js b/js/ui/dnd.js index dad1cd022..4a01c730e 100644 --- a/js/ui/dnd.js +++ b/js/ui/dnd.js @@ -17,8 +17,22 @@ const SNAP_BACK_ANIMATION_TIME = 0.25; // Time to animate to original position on success const REVERT_ANIMATION_TIME = 0.75; +const DragMotionResult = { + NO_DROP: 0, + COPY_DROP: 1, + MOVE_DROP: 2, + CONTINUE: 3 +}; + +const DragDropResult = { + FAILURE: 0, + SUCCESS: 1, + CONTINUE: 2 +}; + let eventHandlerActor = null; let currentDraggable = null; +let dragMonitors = []; function _getEventHandlerActor() { if (!eventHandlerActor) { @@ -36,6 +50,18 @@ function _getEventHandlerActor() { return eventHandlerActor; } +function addDragMonitor(monitor) { + dragMonitors.push(monitor); +} + +function removeMonitor(monitor) { + for (let i = 0; i < dragMonitors.length; i++) + if (dragMonitors[i] == monitor) { + dragMonitors.splice(i, 1); + return; + } +} + function _Draggable(actor, params) { this._init(actor, params); } @@ -294,12 +320,37 @@ _Draggable.prototype = { if (this._dragActor) { this._dragActor.set_position(stageX + this._dragOffsetX, stageY + this._dragOffsetY); + // Because we want to find out what other actor is located at the current position of this._dragActor, // we have to temporarily hide this._dragActor. this._dragActor.hide(); let target = this._dragActor.get_stage().get_actor_at_pos(Clutter.PickMode.ALL, stageX, stageY); this._dragActor.show(); + + // We call observers only once per motion with the innermost + // target actor. If necessary, the observer can walk the + // parent itself. + let dragEvent = { + x: stageX, + y: stageY, + dragActor: this._dragActor, + targetActor: target + }; + for (let i = 0; i < dragMonitors.length; i++) { + let motionFunc = dragMonitors[i].dragMotion; + if (motionFunc) + switch (motionFunc(dragEvent)) { + case DragMotionResult.NO_DROP: + case DragMotionResult.COPY_DROP: + case DragMotionResult.MOVE_DROP: + // TODO: set a special cursor or something ;) + return true; + case DragMotionResult.CONTINUE: + continue; + } + } + while (target) { if (target._delegate && target._delegate.handleDragOver) { let [r, targX, targY] = target.transform_stage_point(stageX, stageY); @@ -327,6 +378,27 @@ _Draggable.prototype = { let target = this._dragActor.get_stage().get_actor_at_pos(Clutter.PickMode.ALL, dropX, dropY); this._dragActor.show(); + + // We call observers only once per motion with the innermost + // target actor. If necessary, the observer can walk the + // parent itself. + let dropEvent = { + dropActor: this._dragActor, + targetActor: target, + clutterEvent: event + }; + for (let i = 0; i < dragMonitors.length; i++) { + let dropFunc = dragMonitors[i].dragDrop; + if (dropFunc) + switch (dropFunc(dropEvent)) { + case DragDropResult.FAILURE: + case DragDropResult.SUCCESS: + return true; + case DragDropResult.CONTINUE: + continue; + } + } + while (target) { if (target._delegate && target._delegate.acceptDrop) { let [r, targX, targY] = target.transform_stage_point(dropX, dropY);