dnd: Use sync_pointer rather than complex enter/leave tracking
https://bugzilla.gnome.org/show_bug.cgi?id=707940
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39
js/ui/dnd.js
39
js/ui/dnd.js
@ -86,11 +86,6 @@ const _Draggable = new Lang.Class({
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this.actor.connect('destroy', Lang.bind(this, function() {
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this._actorDestroyed = true;
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// If the drag actor is destroyed and we were going to fix
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// up its hover state, fix up the parent hover state instead
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if (this.actor == this._firstLeaveActor)
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this._firstLeaveActor = this._dragOrigParent;
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if (this._dragInProgress && this._dragCancellable)
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this._cancelDrag(global.get_current_time());
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this.disconnectAll();
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@ -106,12 +101,6 @@ const _Draggable = new Lang.Class({
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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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this._dragCancellable = true;
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// During the drag, we eat enter/leave events so that actors don't prelight.
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// But we remember the actors that we first left/last entered so we can
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// fix up the hover state after the drag ends.
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this._firstLeaveActor = null;
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this._lastEnterActor = null;
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this._eventsGrabbed = false;
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},
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@ -197,11 +186,6 @@ const _Draggable = new Lang.Class({
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this._cancelDrag(event.get_time());
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return true;
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}
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} else if (event.type() == Clutter.EventType.LEAVE) {
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if (this._firstLeaveActor == null)
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this._firstLeaveActor = event.get_source();
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} else if (event.type() == Clutter.EventType.ENTER) {
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this._lastEnterActor = event.get_source();
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}
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return false;
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@ -585,33 +569,12 @@ const _Draggable = new Lang.Class({
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this._dragComplete();
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},
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// Actor is an actor we have entered or left during the drag; call
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// st_widget_sync_hover on all StWidget ancestors
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_syncHover: function(actor) {
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while (actor) {
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let parent = actor.get_parent();
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if (actor instanceof St.Widget)
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actor.sync_hover();
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actor = parent;
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}
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},
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_dragComplete: function() {
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if (!this._actorDestroyed)
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Shell.util_set_hidden_from_pick(this._dragActor, false);
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this._ungrabEvents();
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if (this._firstLeaveActor) {
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this._syncHover(this._firstLeaveActor);
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this._firstLeaveActor = null;
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}
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if (this._lastEnterActor) {
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this._syncHover(this._lastEnterActor);
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this._lastEnterActor = null;
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}
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global.sync_pointer();
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if (this._updateHoverId) {
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GLib.source_remove(this._updateHoverId);
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