dnd: Centralize drag actor positioning code, use shellWorkspaceLaunch for workspaces
We had multiple copies of the code to position a drag actor given a particular source. Instead, just put it inside dnd.js. Second, rather than test for GenericDisplay/WellDisplayItem etc., in various places, add a new method on each source "shellWorkspaceLaunch" which both marks the item as being droppable on a workspace, and is called by the workspaces code to launch the item.
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@ -76,6 +76,10 @@ AppDisplayItem.prototype = {
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// Returns a preview icon for the item.
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_createPreviewIcon : function() {
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return this._appInfo.create_icon_texture(GenericDisplay.PREVIEW_ICON_SIZE);
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},
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shellWorkspaceLaunch: function() {
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this.launch();
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}
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};
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@ -540,21 +544,12 @@ WellDisplayItem.prototype = {
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this.appInfo.launch();
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},
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// Draggable interface - FIXME deduplicate with GenericDisplay
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getDragActor: function(stageX, stageY) {
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this.dragActor = this.appInfo.create_icon_texture(APP_ICON_SIZE);
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shellWorkspaceLaunch : function() {
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this.launch();
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},
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// If the user dragged from the icon itself, then position
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// the dragActor over the original icon. Otherwise center it
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// around the pointer
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let [iconX, iconY] = this._icon.get_transformed_position();
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let [iconWidth, iconHeight] = this._icon.get_transformed_size();
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if (stageX > iconX && stageX <= iconX + iconWidth &&
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stageY > iconY && stageY <= iconY + iconHeight)
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this.dragActor.set_position(iconX, iconY);
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else
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this.dragActor.set_position(stageX - this.dragActor.width / 2, stageY - this.dragActor.height / 2);
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return this.dragActor;
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getDragActor: function(stageX, stageY) {
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return this.appInfo.create_icon_texture(APP_ICON_SIZE);
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},
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// Returns the original icon that is being used as a source for the cloned texture
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15
js/ui/dnd.js
15
js/ui/dnd.js
@ -82,10 +82,21 @@ _Draggable.prototype = {
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// Drag actor does not always have to be the same as actor. For example drag actor
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// can be an image that's part of the actor. So to perform "snap back" correctly we need
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// to know what was the drag actor source.
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if (this.actor._delegate.getDragActorSource)
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if (this.actor._delegate.getDragActorSource) {
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this._dragActorSource = this.actor._delegate.getDragActorSource();
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else
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// If the user dragged from the source, then position
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// the dragActor over it. Otherwise, center it
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// around the pointer
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let [sourceX, sourceY] = this._dragActorSource.get_transformed_position();
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let [sourceWidth, sourceHeight] = this._dragActorSource.get_transformed_size();
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if (stageX > sourceX && stageX <= sourceX + sourceWidth &&
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stageY > sourceY && stageY <= sourceY + sourceHeight)
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this._dragActor.set_position(sourceX, sourceY);
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else
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this._dragActor.set_position(stageX - this._dragActor.width / 2, stageY - this._dragActor.height / 2);
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} else {
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this._dragActorSource = this.actor;
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}
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this._dragOrigParent = undefined;
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this._ungrabActor(actor);
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this._grabActor(this._dragActor);
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@ -83,9 +83,15 @@ DocDisplayItem.prototype = {
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}
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},
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//// Drag and Drop ////
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shellWorkspaceLaunch: function() {
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this.launch();
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},
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//// Private Methods ////
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// Updates the last visited time displayed in the description text for the item.
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// Updates the last visited time displayed in the description text for the item.
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_resetTimeDisplay: function(currentSecs) {
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let lastSecs = this._docInfo.timestamp;
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let timeDelta = currentSecs - lastSecs;
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@ -126,8 +126,6 @@ GenericDisplayItem.prototype = {
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// It is used for updating the description text inside the details actor when
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// the description text for the item is updated.
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this._detailsDescriptions = [];
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this.dragActor = null;
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},
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//// Draggable object interface ////
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@ -135,21 +133,9 @@ GenericDisplayItem.prototype = {
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// Returns a cloned texture of the item's icon to represent the item as it
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// is being dragged.
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getDragActor: function(stageX, stageY) {
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this.dragActor = this._createIcon();
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// If the user dragged from the icon itself, then position
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// the dragActor over the original icon. Otherwise center it
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// around the pointer
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let [iconX, iconY] = this._icon.get_transformed_position();
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let [iconWidth, iconHeight] = this._icon.get_transformed_size();
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if (stageX > iconX && stageX <= iconX + iconWidth &&
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stageY > iconY && stageY <= iconY + iconHeight)
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this.dragActor.set_position(iconX, iconY);
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else
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this.dragActor.set_position(stageX - this.dragActor.width / 2, stageY - this.dragActor.height / 2);
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return this.dragActor;
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return this._createIcon();
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},
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// Returns the item icon, a separate copy of which is used to
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// represent the item as it is being dragged. This is used to
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// determine a snap-back location for the drag icon if it does
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@ -11,9 +11,7 @@ const Pango = imports.gi.Pango;
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const Shell = imports.gi.Shell;
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const Signals = imports.signals;
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const AppDisplay = imports.ui.appDisplay;
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const DND = imports.ui.dnd;
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const GenericDisplay = imports.ui.genericDisplay;
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const Main = imports.ui.main;
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const Overview = imports.ui.overview;
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const Panel = imports.ui.panel;
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@ -855,9 +853,9 @@ Workspace.prototype = {
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false, // don't create workspace
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time);
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return true;
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} else if (source instanceof GenericDisplay.GenericDisplayItem || source instanceof AppDisplay.WellDisplayItem) {
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} else if (source.shellWorkspaceLaunch) {
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this._metaWorkspace.activate(time);
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source.launch();
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source.shellWorkspaceLaunch();
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return true;
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}
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