compositor: Add MetaDnDActor
This actor is a subclass of MetaFeedbackActor that additionally implements the "drag failed" animation, snapping back to the drag origin position in a surface.
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@ -109,6 +109,8 @@ libmutter_la_SOURCES = \
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compositor/meta-background-group.c \
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compositor/meta-background-group.c \
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compositor/meta-cullable.c \
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compositor/meta-cullable.c \
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compositor/meta-cullable.h \
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compositor/meta-cullable.h \
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compositor/meta-dnd-actor.c \
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compositor/meta-dnd-actor-private.h \
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compositor/meta-feedback-actor.c \
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compositor/meta-feedback-actor.c \
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compositor/meta-feedback-actor-private.h \
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compositor/meta-feedback-actor-private.h \
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compositor/meta-module.c \
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compositor/meta-module.c \
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64
src/compositor/meta-dnd-actor-private.h
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64
src/compositor/meta-dnd-actor-private.h
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/* -*- mode: C; c-file-style: "gnu"; indent-tabs-mode: nil; -*- */
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/*
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* meta-dnd-actor-private.h: Actor for painting the DnD surface
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*
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* Copyright 2014 Red Hat, Inc.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License as
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* published by the Free Software Foundation; either version 2 of the
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* License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, see <http://www.gnu.org/licenses/>.
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*
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* Author: Carlos Garnacho <carlosg@gnome.org>
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*/
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#ifndef META_DND_ACTOR_PRIVATE_H
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#define META_DND_ACTOR_PRIVATE_H
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#include "meta-feedback-actor-private.h"
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/**
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* MetaDnDActor:
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*
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* This class handles the rendering of the DnD surface
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*/
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#define META_TYPE_DND_ACTOR (meta_dnd_actor_get_type ())
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#define META_DND_ACTOR(obj) (G_TYPE_CHECK_INSTANCE_CAST ((obj), META_TYPE_DND_ACTOR, MetaDnDActor))
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#define META_DND_ACTOR_CLASS(klass) (G_TYPE_CHECK_CLASS_CAST ((klass), META_TYPE_DND_ACTOR, MetaDnDActorClass))
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#define META_IS_DND_ACTOR(obj) (G_TYPE_CHECK_INSTANCE_TYPE ((obj), META_TYPE_DND_ACTOR))
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#define META_IS_DND_ACTOR_CLASS(klass) (G_TYPE_CHECK_CLASS_TYPE ((klass), META_TYPE_DND_ACTOR))
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#define META_DND_ACTOR_GET_CLASS(obj) (G_TYPE_INSTANCE_GET_CLASS ((obj), META_TYPE_DND_ACTOR, MetaDnDActorClass))
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typedef struct _MetaDnDActor MetaDnDActor;
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typedef struct _MetaDnDActorClass MetaDnDActorClass;
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struct _MetaDnDActorClass
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{
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/*< private >*/
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MetaFeedbackActorClass parent_class;
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};
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struct _MetaDnDActor
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{
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MetaFeedbackActor parent;
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};
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GType meta_dnd_actor_get_type (void);
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ClutterActor *meta_dnd_actor_new (ClutterActor *drag_origin,
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int start_x,
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int start_y);
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void meta_dnd_actor_drag_finish (MetaDnDActor *self,
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gboolean success);
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#endif /* META_DND_ACTOR_PRIVATE_H */
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231
src/compositor/meta-dnd-actor.c
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231
src/compositor/meta-dnd-actor.c
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@ -0,0 +1,231 @@
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/* -*- mode: C; c-file-style: "gnu"; indent-tabs-mode: nil; -*- */
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/*
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* Copyright 2014 Red Hat, Inc.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License as
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* published by the Free Software Foundation; either version 2 of the
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* License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, see <http://www.gnu.org/licenses/>.
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*
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* Author: Carlos Garnacho <carlosg@gnome.org>
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*/
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/**
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* SECTION:meta-dnd-actor
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* @title: MetaDnDActor
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* @short_description: Actor for painting the drag and drop surface
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*
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*/
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#include <config.h>
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#include <clutter/clutter.h>
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#include "meta-dnd-actor-private.h"
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#define DRAG_FAILED_DURATION 500
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enum {
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PROP_DRAG_ORIGIN = 1,
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PROP_DRAG_START_X,
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PROP_DRAG_START_Y
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};
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typedef struct _MetaDnDActorPrivate MetaDnDActorPrivate;
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struct _MetaDnDActorPrivate
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{
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ClutterActor *drag_origin;
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int drag_start_x;
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int drag_start_y;
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};
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G_DEFINE_TYPE_WITH_PRIVATE (MetaDnDActor, meta_dnd_actor, META_TYPE_FEEDBACK_ACTOR)
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static void
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meta_dnd_actor_set_property (GObject *object,
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guint prop_id,
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const GValue *value,
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GParamSpec *pspec)
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{
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MetaDnDActor *self = META_DND_ACTOR (object);
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MetaDnDActorPrivate *priv = meta_dnd_actor_get_instance_private (self);
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switch (prop_id)
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{
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case PROP_DRAG_ORIGIN:
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priv->drag_origin = g_value_get_object (value);
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break;
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case PROP_DRAG_START_X:
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priv->drag_start_x = g_value_get_int (value);
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break;
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case PROP_DRAG_START_Y:
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priv->drag_start_y = g_value_get_int (value);
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break;
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default:
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G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
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break;
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}
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}
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static void
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meta_dnd_actor_get_property (GObject *object,
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guint prop_id,
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GValue *value,
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GParamSpec *pspec)
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{
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MetaDnDActor *self = META_DND_ACTOR (object);
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MetaDnDActorPrivate *priv = meta_dnd_actor_get_instance_private (self);
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switch (prop_id)
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{
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case PROP_DRAG_ORIGIN:
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g_value_set_object (value, priv->drag_origin);
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break;
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case PROP_DRAG_START_X:
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g_value_set_int (value, priv->drag_start_x);
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break;
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case PROP_DRAG_START_Y:
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g_value_set_int (value, priv->drag_start_y);
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break;
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default:
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G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
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break;
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}
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}
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static void
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meta_dnd_actor_class_init (MetaDnDActorClass *klass)
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{
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GObjectClass *object_class = G_OBJECT_CLASS (klass);
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GParamSpec *pspec;
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object_class->set_property = meta_dnd_actor_set_property;
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object_class->get_property = meta_dnd_actor_get_property;
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pspec = g_param_spec_object ("drag-origin",
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"Drag origin",
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"The origin of the DnD operation",
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CLUTTER_TYPE_ACTOR,
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G_PARAM_READWRITE | G_PARAM_CONSTRUCT_ONLY);
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g_object_class_install_property (object_class,
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PROP_DRAG_ORIGIN,
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pspec);
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pspec = g_param_spec_int ("drag-start-x",
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"Drag start X",
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"The X axis of the drag start point",
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0, G_MAXINT, 0,
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G_PARAM_READWRITE | G_PARAM_CONSTRUCT_ONLY);
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g_object_class_install_property (object_class,
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PROP_DRAG_START_X,
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pspec);
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pspec = g_param_spec_int ("drag-start-y",
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"Drag start Y",
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"The Y axis of the drag start point",
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0, G_MAXINT, 0,
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G_PARAM_READWRITE | G_PARAM_CONSTRUCT_ONLY);
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g_object_class_install_property (object_class,
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PROP_DRAG_START_Y,
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pspec);
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}
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static void
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meta_dnd_actor_init (MetaDnDActor *self)
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{
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}
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/**
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* meta_dnd_actor_new:
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*
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* Creates a new actor to draw the current drag and drop surface.
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*
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* Return value: the newly created background actor
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*/
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ClutterActor *
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meta_dnd_actor_new (ClutterActor *drag_origin,
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int drag_start_x,
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int drag_start_y)
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{
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MetaDnDActor *self;
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self = g_object_new (META_TYPE_DND_ACTOR,
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"drag-origin", drag_origin,
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"drag-start-x", drag_start_x,
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"drag-start-y", drag_start_y,
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NULL);
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return CLUTTER_ACTOR (self);
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}
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static void
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drag_failed_complete (ClutterTimeline *timeline,
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gboolean is_finished,
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gpointer user_data)
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{
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ClutterActor *self = user_data;
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clutter_actor_remove_all_children (self);
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clutter_actor_destroy (self);
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}
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void
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meta_dnd_actor_drag_finish (MetaDnDActor *self,
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gboolean success)
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{
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MetaDnDActorPrivate *priv;
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ClutterActor *actor;
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g_return_if_fail (META_IS_DND_ACTOR (self));
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actor = CLUTTER_ACTOR (self);
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priv = meta_dnd_actor_get_instance_private (self);
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if (success)
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{
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clutter_actor_remove_all_children (CLUTTER_ACTOR (self));
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clutter_actor_destroy (CLUTTER_ACTOR (self));
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}
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else
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{
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ClutterTransition *transition;
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clutter_actor_save_easing_state (actor);
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clutter_actor_set_easing_mode (actor, CLUTTER_EASE_OUT_CUBIC);
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clutter_actor_set_easing_duration (actor, DRAG_FAILED_DURATION);
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clutter_actor_set_opacity (actor, 0);
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if (CLUTTER_ACTOR_IS_VISIBLE (priv->drag_origin))
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{
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int anchor_x, anchor_y;
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ClutterPoint dest;
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clutter_actor_get_transformed_position (priv->drag_origin,
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&dest.x, &dest.y);
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meta_feedback_actor_get_anchor (META_FEEDBACK_ACTOR (self),
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&anchor_x, &anchor_y);
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dest.x += priv->drag_start_x - anchor_x;
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dest.y += priv->drag_start_y - anchor_y;
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clutter_actor_set_position (actor, dest.x, dest.y);
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}
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transition = clutter_actor_get_transition (actor, "opacity");
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g_signal_connect (transition, "stopped",
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G_CALLBACK (drag_failed_complete), self);
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clutter_actor_restore_easing_state (actor);
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}
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}
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