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.
This commit is contained in:
Colin Walters 2009-08-17 20:29:54 -04:00
parent 9563515e97
commit dd1a309cb6
5 changed files with 33 additions and 37 deletions

View File

@ -76,6 +76,10 @@ AppDisplayItem.prototype = {
// Returns a preview icon for the item.
_createPreviewIcon : function() {
return this._appInfo.create_icon_texture(GenericDisplay.PREVIEW_ICON_SIZE);
},
shellWorkspaceLaunch: function() {
this.launch();
}
};
@ -540,21 +544,12 @@ WellDisplayItem.prototype = {
this.appInfo.launch();
},
// Draggable interface - FIXME deduplicate with GenericDisplay
getDragActor: function(stageX, stageY) {
this.dragActor = this.appInfo.create_icon_texture(APP_ICON_SIZE);
shellWorkspaceLaunch : function() {
this.launch();
},
// If the user dragged from the icon itself, then position
// the dragActor over the original icon. Otherwise center it
// around the pointer
let [iconX, iconY] = this._icon.get_transformed_position();
let [iconWidth, iconHeight] = this._icon.get_transformed_size();
if (stageX > iconX && stageX <= iconX + iconWidth &&
stageY > iconY && stageY <= iconY + iconHeight)
this.dragActor.set_position(iconX, iconY);
else
this.dragActor.set_position(stageX - this.dragActor.width / 2, stageY - this.dragActor.height / 2);
return this.dragActor;
getDragActor: function(stageX, stageY) {
return this.appInfo.create_icon_texture(APP_ICON_SIZE);
},
// Returns the original icon that is being used as a source for the cloned texture

View File

@ -82,10 +82,21 @@ _Draggable.prototype = {
// Drag actor does not always have to be the same as actor. For example drag actor
// can be an image that's part of the actor. So to perform "snap back" correctly we need
// to know what was the drag actor source.
if (this.actor._delegate.getDragActorSource)
if (this.actor._delegate.getDragActorSource) {
this._dragActorSource = this.actor._delegate.getDragActorSource();
else
// If the user dragged from the source, then position
// the dragActor over it. Otherwise, center it
// around the pointer
let [sourceX, sourceY] = this._dragActorSource.get_transformed_position();
let [sourceWidth, sourceHeight] = this._dragActorSource.get_transformed_size();
if (stageX > sourceX && stageX <= sourceX + sourceWidth &&
stageY > sourceY && stageY <= sourceY + sourceHeight)
this._dragActor.set_position(sourceX, sourceY);
else
this._dragActor.set_position(stageX - this._dragActor.width / 2, stageY - this._dragActor.height / 2);
} else {
this._dragActorSource = this.actor;
}
this._dragOrigParent = undefined;
this._ungrabActor(actor);
this._grabActor(this._dragActor);

View File

@ -83,9 +83,15 @@ DocDisplayItem.prototype = {
}
},
//// Drag and Drop ////
shellWorkspaceLaunch: function() {
this.launch();
},
//// Private Methods ////
// Updates the last visited time displayed in the description text for the item.
// Updates the last visited time displayed in the description text for the item.
_resetTimeDisplay: function(currentSecs) {
let lastSecs = this._docInfo.timestamp;
let timeDelta = currentSecs - lastSecs;

View File

@ -126,8 +126,6 @@ GenericDisplayItem.prototype = {
// It is used for updating the description text inside the details actor when
// the description text for the item is updated.
this._detailsDescriptions = [];
this.dragActor = null;
},
//// Draggable object interface ////
@ -135,21 +133,9 @@ GenericDisplayItem.prototype = {
// Returns a cloned texture of the item's icon to represent the item as it
// is being dragged.
getDragActor: function(stageX, stageY) {
this.dragActor = this._createIcon();
// If the user dragged from the icon itself, then position
// the dragActor over the original icon. Otherwise center it
// around the pointer
let [iconX, iconY] = this._icon.get_transformed_position();
let [iconWidth, iconHeight] = this._icon.get_transformed_size();
if (stageX > iconX && stageX <= iconX + iconWidth &&
stageY > iconY && stageY <= iconY + iconHeight)
this.dragActor.set_position(iconX, iconY);
else
this.dragActor.set_position(stageX - this.dragActor.width / 2, stageY - this.dragActor.height / 2);
return this.dragActor;
return this._createIcon();
},
// Returns the item icon, a separate copy of which is used to
// represent the item as it is being dragged. This is used to
// determine a snap-back location for the drag icon if it does

View File

@ -11,9 +11,7 @@ const Pango = imports.gi.Pango;
const Shell = imports.gi.Shell;
const Signals = imports.signals;
const AppDisplay = imports.ui.appDisplay;
const DND = imports.ui.dnd;
const GenericDisplay = imports.ui.genericDisplay;
const Main = imports.ui.main;
const Overview = imports.ui.overview;
const Panel = imports.ui.panel;
@ -855,9 +853,9 @@ Workspace.prototype = {
false, // don't create workspace
time);
return true;
} else if (source instanceof GenericDisplay.GenericDisplayItem || source instanceof AppDisplay.WellDisplayItem) {
} else if (source.shellWorkspaceLaunch) {
this._metaWorkspace.activate(time);
source.launch();
source.shellWorkspaceLaunch();
return true;
}