In the case where the draggable has an actor of its own, state could be
left broken when dragging on a place that would not accept the DnD op.
After button release, drag state is set to "cancelled" and the animation
begins. After the animation is finished, the drag actor would be destroyed
before disconnecting from its destroy handler.
Within the destroy handler, the grab would be undone but drag state would
be left on "cancelled" state for subsequent operations. This results in
DnD oddities and stuck grabs.
In order to fix this, double check in the actor destroy handler that we
are actually dragging before setting the "cancelled" state.
Closes: https://gitlab.gnome.org/GNOME/gnome-shell/issues/540
Instead of fetching the CLUTTER_POINTER_DEVICE device. It will
be wrong if drags get initiated from tablet pointers. This allows
for DnD operations to be started, moved, and more importantly
finished through tablet devices.
Closes: https://gitlab.gnome.org/GNOME/gnome-shell/issues/540
ES6 finally adds standard class syntax to the language, so we can
replace our custom Lang.Class framework with the new syntax. Any
classes that inherit from GObject will need special treatment,
so limit the port to regular javascript classes for now.
https://gitlab.gnome.org/GNOME/gnome-shell/merge_requests/361
The picked target actor may be destroyed (e.g. hover style change
resulting in the ClutterTexture to be destroyed). If we don't handle
this, GJS will abort when it sees the exception caused by Javascript
code trying to access the destroyed target actor.
To handle it, listen on the 'destroy' signal on the target actor, and
repick, so a valid actor is passed to the next motion callback.
Fixes: https://gitlab.gnome.org/GNOME/gnome-shell/issues/632
We need to avoid that we use the _dragActor instance after that it has
been destroyed or we'll get errors. We now set it to null when this
happens, protecting any access to that.
Add a DragState enum-like object to keep track of the state
instead of using booleans.
Remove duplicated handler on 'destroy' and just use a generic one.
https://bugzilla.gnome.org/show_bug.cgi?id=791233
Remove any usage of MetaScreen, as it has been removed from libmutter
in the API version 3. The corresponding functionality has been moved
into three different places: MetaDisplay, MetaX11Display (for X11
specific functionality) and MetaWorkspaceManager.
https://bugzilla.gnome.org/show_bug.cgi?id=759538
When not using arrow notation with anonymous functions, we use Lang.bind()
to bind `this` to named callbacks. However since ES5, this functionality
is already provided by Function.prototype.bind() - in fact, Lang.bind()
itself uses it when no extra arguments are specified. Just use the built-in
function directly where possible, and use arrow notation in the few places
where we pass additional arguments.
https://gitlab.gnome.org/GNOME/gnome-shell/merge_requests/23
Any symbols (including class properties) that should be visible
outside the module it's defined in need to be defined as global.
For now gjs still allows the access for 'const', but get rid of
the warnings spill now by changing it.
https://bugzilla.gnome.org/show_bug.cgi?id=785084
If the drag actor is destroyed before the animation
callback is called, the callback is never called and
we're sticked with dnd grabing the events after we
dropped the target.
https://bugzilla.gnome.org/show_bug.cgi?id=757676
We need to keep track of the pointer emulating touch sequence. In order
to have events properly redirected on touch devices, the
Clutter.grab_pointer and ungrab_pointer() have been replaced by the grab()
and grab_sequence() ClutterInputDevice methods, one or the other is used
depending on the device triggering DnD.
An extra "sequence" argument has been added to startDrag, passing null here
will resort to pointer grabs.
This is enough to make thumbnails in the WorkspaceBox draggable through
touch.
https://bugzilla.gnome.org/show_bug.cgi?id=756748
Removing an existing source before scheduling a new one is not wrong,
but slightly less effective than doing nothing and relying on the
previously created source to do the job.
https://bugzilla.gnome.org/show_bug.cgi?id=711555
As the handler returns false, the corresponding source is removed
automatically and its id invalidated. Reset the id to 0 to reflect
this, otherwise newer versions of GLib will print a warning when
we later try to remove it explicitly.
https://bugzilla.gnome.org/show_bug.cgi?id=711555
I thought that cancelDrag was called for completed drags as well,
but it's not. Move the updateHoverId source removal to dragComplete.
This fixes "this._dragActor is undefined" warnings after completed
drags.
https://bugzilla.gnome.org/show_bug.cgi?id=707935
It turns out that picking a 3200x1200 scene on notebook chipsets
every time the mouse is moved isn't exactly the fastest thing. Defer
picking to an idle to ensure that it won't get in the way of keeping
up with mouse events.
https://bugzilla.gnome.org/show_bug.cgi?id=703443
Currently we "only" grab the keyboard when starting a drag operation,
which does not impede keybindings to be processed. This is at best
not harmful (like workspace switching), but may have unintended effects
otherwise - for instance, the hot corner is disabled, so having the
corresponding keyboard shortcut still active is fairly odd (not to
mention that it leaves the system in a confused state).
Fix this by switching to pushModal()/popModal(), which will push a
dedicated keybinding mode for us.
https://bugzilla.gnome.org/show_bug.cgi?id=700877
The actor is the same as the drag actor in this case, but we tend to
set properties on the drag actor and get them from the actor elsewhere
in this codepath. Make this consistent.
https://bugzilla.gnome.org/show_bug.cgi?id=697504
This happens in the case of Workspace/WorkspaceThumbnail: they call
meta_window_change_workspace_by_index(), which fires window-removed
on the old workspace, thus destroying the window clone.
https://bugzilla.gnome.org/show_bug.cgi?id=685285
PopupMenuManager eats the next release event, which would otherwise close
the menu, so we need to tell dnd that we're handling it, and no drag should
be started, so it can ungrab the pointer and restore state.
https://bugzilla.gnome.org/show_bug.cgi?id=694276
To avoid messing up St.Buttons' internal state with a pointer grab,
we wait for the pointer to leave the actor before starting the
drag operation manually. This works generally fine, but makes starting
a drag operation harder than necessary. To fix, enforce a reasonable
button state when starting the drag, rather than special-casing buttons
before the drag.
https://bugzilla.gnome.org/show_bug.cgi?id=637103
The last patch in the sequence. Every place that was previously
setting prototype has been ported to Lang.Class, to make code more
concise and allow for better toString().
https://bugzilla.gnome.org/show_bug.cgi?id=664436
js2-mode is no longer developed and we recommend js-mode these days,
so switch the modelines to specify that, and make them consistent
across all files.
https://bugzilla.gnome.org/show_bug.cgi?id=660358
In the case where the original actor is destroyed, we don't
show a snap back animation, so we need to destroy drag actor
as we would do in _onAnimationComplete.
https://bugzilla.gnome.org/show_bug.cgi?id=640781
During a drag-and-drop, our pointer grab keeps enter/leave events from
being delivered. That means that after the DND ends, whatever actor is
under the pointer won't have received the enter event it should have,
and any state or hover effect dependent on that won't work right.
By paying attention to the actors we leave and enter we can figure out
what widgets we need to call st_widget_sync_hover() on after the drag.
https://bugzilla.gnome.org/show_bug.cgi?id=640974
_ungrabActor disconnects the event signal handler but does not
check whether it is connected before doing so which can result into
an exception like:
JS ERROR: !!! Exception was: Error: disconnect() takes one arg, the signal handler id
JS ERROR: !!! lineNumber = '0'
JS ERROR: !!! fileName = 'gjs_throw'
JS ERROR: !!! stack = 'Error("disconnect() takes one arg, the signal handler id")@:0
We were properly accounting for the fact that an ancestor of the
parent could be scaled rather than the parent itself when computing
the snap-back scale, but directly using parent.scale_x for the
snap-back location.
https://bugzilla.gnome.org/show_bug.cgi?id=642117
For historical reasons, we had both StClickable and StButton, which
were nearly identical. StButton was more widely-used, so keep that and
port all StClickable users to that.
https://bugzilla.gnome.org/show_bug.cgi?id=640583
If the drag actor is destroyed as part of a drag target accepting it,
we were not calling ungrabEvents, meaning the mouse/keyboard remained
grabbed until you clicked somewhere to cancel it.
This fixes that without trying to improve the extremely confusing
control flow...
https://bugzilla.gnome.org/show_bug.cgi?id=635278
Previously, when snapping back a drag actor, we moved it back to its
original stage-relative position and scale. This worked fine if its
parent was still in the same place it was when the drag started, but
failed in cases like the linear workspace layout window drag-and-drop,
where dragging a window would "zoom out" its parent workspace, causing
the snapback to send it to the wrong place.
Fix this by instead snapping the actor back to "where the actor would
have been right now if it were still at its original scale and
position within its original parent actor" rather than "where it was
before the drag started"
https://bugzilla.gnome.org/show_bug.cgi?id=635272
Instead of hiding the drag actor temporarily to determine the actor
beneath it, make it invisible to picks while dragging using the new
shell_util_set_hidden_from_pick().
https://bugzilla.gnome.org/show_bug.cgi?id=634560
Return a DND.DragMotionResult constant from delegate _handleDragMotion
methods as well as the existing return value from the drag monitor method dragMotion.
https://bugzilla.gnome.org/show_bug.cgi?id=607821
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
While zoomed out, the workspaces view's drop target spans the entire
monitor to implement reactive screen edges. When a drop event is not
handled by the view, an attempt is made to pass it on down the stack,
but it doesn't work properly. Fix it by iterating the target's parents
as well.
Also improve the code which translates dnd coordinates to target
positions.
https://bugzilla.gnome.org/show_bug.cgi?id=619203
Currently, the drag and drop code assumes that on a successful drop
the target will either consume the drag actor or that it is otherwise
OK to destroy the actor.
As the drag behavior for window preview was changed, dropping a preview
on the dash now results in the preview being swallowed - to fix, add an
option to restore the actor in case of a successful drop as well.
https://bugzilla.gnome.org/show_bug.cgi?id=619203
This is our convention.
The only exceptions are double quotes for words in comments that give
them a special meaning (though beware that these quotes are not truly
necessary most of the time) and double quotes that need to be a part
of the output string.
In preparation for adding magnification, "uiGroup.patch", organizes the stage
along the following lines:
Stage
*Magnifier
UI group
Window group
Chrome group
Overlay group
Alt tab
App display
Chrome
...
This allows a magnifier actor to clone and magnify the UI group. The magnifier
is a sibling of the UI Group in this stage oraganization -- see the next patch,
"Magnifier.patch".
Currently manual dnd mode is used with St.Clickable to avoid messing
up its internal state with a pointer grab. To avoid code duplication,
move this special handling into dnd.
https://bugzilla.gnome.org/show_bug.cgi?id=610385
These variables were computed strangely; through cancellation
they'd end up being negative 1/2 the width/height of the actor,
so just use that directly.
https://bugzilla.gnome.org/show_bug.cgi?id=607821
For some use cases we have other behavior on mouse press and want
to manually control when a drag starts. Split out the drag initiation
code into startDrag.
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.
The variables this._yOffset and this._xOffset are included in the
drop coordinates, but as far as I can tell never defined. Looking
back on the commit that introduced this code, they weren't removed
from anywhere else either.
The drop coordinates seem correct without them, so just delete them.
Emit the signal at the correct time to take action
on snapback (i.e. after the end of the snapback animation).
Add a boolean to the drag-end signal saying whether it was accepted,
which ensures consumers know whether the drag was successful.
- clutter_actor_get_transformed_position()/size() return floats
- clutter_stage_get_actor_at_pos() takes a pick mode
- ClutterTimeline no longer has a concept of frames
- ClutterUnit is now replaced by float
- cogl_texture_new_from_data() signature changed
http://bugzilla.gnome.org/show_bug.cgi?id=585013
Sliding the workspaces back in when the user starts dragging an item in the
expanded display mode allows the user to select a workspace in which the item
should be launched and stay in the overlay mode.
This patch adds code to dnd.js that handles notifying actors when a drag item is being dragged over them. Overlay code uses such notification to unset expanded display modes and trigger sliding in of the workspaces.
If the drag is cancelled the drag item snaps back to its source or disappears at the original position of its source if the source is no longer displayed.