gnome-shell/js/ui/xdndHandler.js
Adel Gadllah f6ae48ec70 XDND: Use only one constraint for the cursor window position
ClutterBindConstraint now supports POSITION, so use that instead
of separate X and Y constraints.
2011-01-26 20:41:26 +01:00

128 lines
4.8 KiB
JavaScript

/* -*- mode: js2; js2-basic-offset: 4; indent-tabs-mode: nil -*- */
const Clutter = imports.gi.Clutter;
const Lang = imports.lang;
const Shell = imports.gi.Shell;
const Signals = imports.signals;
const Mainloop = imports.mainloop;
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) {
Mainloop.source_remove(this._windowGroupVisibilityHandlerId);
this._windowGroupVisibilityHandlerId = 0;
}
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);