dnd: Add timeoutThreshold setting

This setting (by default, 0) sets a time threshold in order to allow
DnD. If the drag is shorter than this threshold, DnD will be cancelled,
and event handling left to the next handlers.

Part-of: <https://gitlab.gnome.org/GNOME/gnome-shell/-/merge_requests/1774>
This commit is contained in:
Carlos Garnacho 2021-03-18 18:58:12 +01:00 committed by Marge Bot
parent 279db3f168
commit ecead8c727

View File

@ -80,10 +80,13 @@ function removeDragMonitor(monitor) {
var _Draggable = class _Draggable { var _Draggable = class _Draggable {
constructor(actor, params) { constructor(actor, params) {
params = Params.parse(params, { manualMode: false, params = Params.parse(params, {
restoreOnSuccess: false, manualMode: false,
dragActorMaxSize: undefined, timeoutThreshold: 0,
dragActorOpacity: undefined }); restoreOnSuccess: false,
dragActorMaxSize: undefined,
dragActorOpacity: undefined,
});
this.actor = actor; this.actor = actor;
this._dragState = DragState.INIT; this._dragState = DragState.INIT;
@ -108,6 +111,7 @@ var _Draggable = class _Draggable {
this._restoreOnSuccess = params.restoreOnSuccess; this._restoreOnSuccess = params.restoreOnSuccess;
this._dragActorMaxSize = params.dragActorMaxSize; this._dragActorMaxSize = params.dragActorMaxSize;
this._dragActorOpacity = params.dragActorOpacity; this._dragActorOpacity = params.dragActorOpacity;
this._dragTimeoutThreshold = params.timeoutThreshold;
this._buttonDown = false; // The mouse button has been pressed and has not yet been released. this._buttonDown = false; // The mouse button has been pressed and has not yet been released.
this._animationInProgress = false; // The drag is over and the item is in the process of animating to its original position (snapping back or reverting). this._animationInProgress = false; // The drag is over and the item is in the process of animating to its original position (snapping back or reverting).
@ -127,6 +131,8 @@ var _Draggable = class _Draggable {
let [stageX, stageY] = event.get_coords(); let [stageX, stageY] = event.get_coords();
this._dragStartX = stageX; this._dragStartX = stageX;
this._dragStartY = stageY; this._dragStartY = stageY;
this._dragStartTime = event.get_time();
this._dragThresholdIgnored = false;
return Clutter.EVENT_PROPAGATE; return Clutter.EVENT_PROPAGATE;
} }
@ -148,6 +154,8 @@ var _Draggable = class _Draggable {
this._buttonDown = true; this._buttonDown = true;
this._grabActor(event.get_device(), event.get_event_sequence()); this._grabActor(event.get_device(), event.get_event_sequence());
this._dragStartTime = event.get_time();
this._dragThresholdIgnored = false;
let [stageX, stageY] = event.get_coords(); let [stageX, stageY] = event.get_coords();
this._dragStartX = stageX; this._dragStartX = stageX;
@ -491,14 +499,23 @@ var _Draggable = class _Draggable {
_maybeStartDrag(event) { _maybeStartDrag(event) {
let [stageX, stageY] = event.get_coords(); let [stageX, stageY] = event.get_coords();
if (this._dragThresholdIgnored)
return Clutter.EVENT_PROPAGATE;
// See if the user has moved the mouse enough to trigger a drag // See if the user has moved the mouse enough to trigger a drag
let scaleFactor = St.ThemeContext.get_for_stage(global.stage).scale_factor; let scaleFactor = St.ThemeContext.get_for_stage(global.stage).scale_factor;
let threshold = St.Settings.get().drag_threshold * scaleFactor; let threshold = St.Settings.get().drag_threshold * scaleFactor;
if (!currentDraggable && if (!currentDraggable &&
(Math.abs(stageX - this._dragStartX) > threshold || (Math.abs(stageX - this._dragStartX) > threshold ||
Math.abs(stageY - this._dragStartY) > threshold)) { Math.abs(stageY - this._dragStartY) > threshold)) {
this.startDrag(stageX, stageY, event.get_time(), this._touchSequence, event.get_device()); if ((event.get_time() - this._dragStartTime) > this._dragTimeoutThreshold) {
this._updateDragPosition(event); this.startDrag(stageX, stageY, event.get_time(), this._touchSequence, event.get_device());
this._updateDragPosition(event);
} else {
this._dragThresholdIgnored = true;
this._ungrabActor();
return Clutter.EVENT_PROPAGATE;
}
} }
return true; return true;