// -*- mode: js; js-indent-level: 4; indent-tabs-mode: nil -*- const Clutter = imports.gi.Clutter; const Lang = imports.lang; const Shell = imports.gi.Shell; const Signals = imports.signals; const DND = imports.ui.dnd; function XdndHandler() { this._init(); } XdndHandler.prototype = { _init: function() { // Used to display a clone of the cursor window when the // window group is hidden (like it happens in the overview) this._cursorWindowClone = null; // Used as a drag actor in case we don't have a cursor window clone this._dummy = new Clutter.Rectangle({ width: 1, height: 1, opacity: 0 }); global.stage.add_actor(this._dummy); this._dummy.hide(); // Mutter delays the creation of the output window as long // as possible to avoid flicker. In case a plugin wants to // access it directly it has to connect to the stage's show // signal. (see comment in compositor.c:meta_compositor_manage_screen) global.stage.connect('show', function () { global.init_xdnd(); return false; }); global.connect('xdnd-enter', Lang.bind(this, this._onEnter)); global.connect('xdnd-position-changed', Lang.bind(this, this._onPositionChanged)); global.connect('xdnd-leave', Lang.bind(this, this._onLeave)); this._windowGroupVisibilityHandlerId = 0; }, // Called when the user cancels the drag (i.e release the button) _onLeave: function() { if (this._windowGroupVisibilityHandlerId != 0) { global.window_group.disconnect(this._windowGroupVisibilityHandlerId); this._windowGroupVisibilityHandlerId = 0; } if (this._cursorWindowClone) { this._cursorWindowClone.destroy(); this._cursorWindowClone = null; } this.emit('drag-end'); }, _onEnter: function() { this._windowGroupVisibilityHandlerId = global.window_group.connect('notify::visible', Lang.bind(this, this._onWindowGroupVisibilityChanged)); this.emit('drag-begin', global.get_current_time()); }, _onWindowGroupVisibilityChanged: function() { if (!global.window_group.visible) { if (this._cursorWindowClone) return; let windows = global.get_window_actors(); let cursorWindow = windows[windows.length - 1]; // FIXME: more reliable way? if (!cursorWindow.is_override_redirect()) return; let constraint_position = new Clutter.BindConstraint({ coordinate : Clutter.BindCoordinate.POSITION, source: cursorWindow}); this._cursorWindowClone = new Clutter.Clone({ source: cursorWindow }); global.overlay_group.add_actor(this._cursorWindowClone); Shell.util_set_hidden_from_pick(this._cursorWindowClone, true); // Make sure that the clone has the same position as the source this._cursorWindowClone.add_constraint(constraint_position); } else { if (this._cursorWindowClone) { this._cursorWindowClone.destroy(); this._cursorWindowClone = null; } } }, _onPositionChanged: function(obj, x, y) { let pickedActor = global.stage.get_actor_at_pos(Clutter.PickMode.ALL, x, y); // Make sure that the cursor window is on top if (this._cursorWindowClone) this._cursorWindowClone.raise_top(); let dragEvent = { x: x, y: y, dragActor: this._cursorWindowClone ? this._cursorWindowClone : this._dummy, source: this, targetActor: pickedActor }; for (let i = 0; i < DND.dragMonitors.length; i++) { let motionFunc = DND.dragMonitors[i].dragMotion; if (motionFunc) { let result = motionFunc(dragEvent); if (result != DND.DragMotionResult.CONTINUE) return; } } while (pickedActor) { if (pickedActor._delegate && pickedActor._delegate.handleDragOver) { let result = pickedActor._delegate.handleDragOver(this, dragEvent.dragActor, x, y, global.get_current_time()); if (result != DND.DragMotionResult.CONTINUE) return; } pickedActor = pickedActor.get_parent(); } } } Signals.addSignalMethods(XdndHandler.prototype);