Add API to programmatically initiate a drag
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.
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3e54087e42
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148
js/ui/dnd.js
148
js/ui/dnd.js
@ -8,15 +8,17 @@ const Tweener = imports.ui.tweener;
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const SNAP_BACK_ANIMATION_TIME = 0.25;
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const SNAP_BACK_ANIMATION_TIME = 0.25;
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function _Draggable(actor) {
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function _Draggable(actor, manualMode) {
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this._init(actor);
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this._init(actor, manualMode);
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}
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}
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_Draggable.prototype = {
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_Draggable.prototype = {
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_init : function(actor) {
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_init : function(actor, manualMode) {
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this.actor = actor;
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this.actor = actor;
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this.actor.connect('button-press-event',
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if (!manualMode)
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Lang.bind(this, this._onButtonPress));
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this.actor.connect('button-press-event',
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Lang.bind(this, this._onButtonPress));
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this._haveSourceGrab = false;
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},
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},
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_onButtonPress : function (actor, event) {
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_onButtonPress : function (actor, event) {
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@ -25,6 +27,7 @@ _Draggable.prototype = {
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if (Tweener.getTweenCount(actor))
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if (Tweener.getTweenCount(actor))
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return false;
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return false;
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this._haveSourceGrab = true;
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this._grabActor(actor);
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this._grabActor(actor);
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let [stageX, stageY] = event.get_coords();
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let [stageX, stageY] = event.get_coords();
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@ -66,6 +69,80 @@ _Draggable.prototype = {
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return false;
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return false;
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},
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},
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/**
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* startDrag:
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* @actor: Origin actor for drag and drop
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* @stageX: X coordinate of event
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* @stageY: Y coordinate of event
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* @time: Event timestamp
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*
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* Directly initiate a drag and drop operation from the given actor.
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* This function is useful to call if you've specified manualMode
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* for the draggable.
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*/
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startDrag: function (actor, stageX, stageY, time) {
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this.emit('drag-begin', time);
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this._dragStartX = stageX;
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this._dragStartY = stageY;
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if (this.actor._delegate && this.actor._delegate.getDragActor) {
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this._dragActor = this.actor._delegate.getDragActor(this._dragStartX, this._dragStartY);
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// Drag actor does not always have to be the same as actor. For example drag actor
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// can be an image that's part of the actor. So to perform "snap back" correctly we need
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// to know what was the drag actor source.
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if (this.actor._delegate.getDragActorSource) {
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this._dragActorSource = this.actor._delegate.getDragActorSource();
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// If the user dragged from the source, then position
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// the dragActor over it. Otherwise, center it
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// around the pointer
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let [sourceX, sourceY] = this._dragActorSource.get_transformed_position();
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let [sourceWidth, sourceHeight] = this._dragActorSource.get_transformed_size();
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let x, y;
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if (stageX > sourceX && stageX <= sourceX + sourceWidth &&
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stageY > sourceY && stageY <= sourceY + sourceHeight) {
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x = sourceX;
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y = sourceY;
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} else {
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x = stageX - this._dragActor.width / 2;
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y = stageY - this._dragActor.height / 2;
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}
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this._dragActor.set_position(x, y);
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} else {
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this._dragActorSource = this.actor;
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}
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this._dragOrigParent = undefined;
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if (this._haveSourceGrab) {
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this._haveSourceGrab = false;
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this._ungrabActor(actor);
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}
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this._grabActor(this._dragActor);
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this._dragOffsetX = this._dragActor.x - this._dragStartX;
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this._dragOffsetY = this._dragActor.y - this._dragStartY;
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} else {
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this._dragActor = actor;
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this._dragActorSource = undefined;
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this._dragOrigParent = actor.get_parent();
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this._dragOrigX = this._dragActor.x;
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this._dragOrigY = this._dragActor.y;
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this._dragOrigScale = this._dragActor.scale_x;
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let [actorStageX, actorStageY] = actor.get_transformed_position();
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this._dragOffsetX = actorStageX - this._dragStartX;
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this._dragOffsetY = actorStageY - this._dragStartY;
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// Set the actor's scale such that it will keep the same
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// transformed size when it's reparented to the stage
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let [scaledWidth, scaledHeight] = actor.get_transformed_size();
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actor.set_scale(scaledWidth / actor.width,
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scaledHeight / actor.height);
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}
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this._dragActor.reparent(actor.get_stage());
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this._dragActor.raise_top();
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},
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_onMotion : function (actor, event) {
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_onMotion : function (actor, event) {
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let [stageX, stageY] = event.get_coords();
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let [stageX, stageY] = event.get_coords();
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@ -75,55 +152,7 @@ _Draggable.prototype = {
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if (!this._dragActor &&
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if (!this._dragActor &&
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(Math.abs(stageX - this._dragStartX) > threshold ||
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(Math.abs(stageX - this._dragStartX) > threshold ||
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Math.abs(stageY - this._dragStartY) > threshold)) {
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Math.abs(stageY - this._dragStartY) > threshold)) {
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this.emit('drag-begin', event.get_time());
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this.startDrag(actor, stageX, stageY, event.get_time());
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if (this.actor._delegate && this.actor._delegate.getDragActor) {
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this._dragActor = this.actor._delegate.getDragActor(this._dragStartX, this._dragStartY);
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// Drag actor does not always have to be the same as actor. For example drag actor
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// can be an image that's part of the actor. So to perform "snap back" correctly we need
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// to know what was the drag actor source.
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if (this.actor._delegate.getDragActorSource) {
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this._dragActorSource = this.actor._delegate.getDragActorSource();
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// If the user dragged from the source, then position
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// the dragActor over it. Otherwise, center it
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// around the pointer
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let [sourceX, sourceY] = this._dragActorSource.get_transformed_position();
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let [sourceWidth, sourceHeight] = this._dragActorSource.get_transformed_size();
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if (stageX > sourceX && stageX <= sourceX + sourceWidth &&
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stageY > sourceY && stageY <= sourceY + sourceHeight)
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this._dragActor.set_position(sourceX, sourceY);
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else
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this._dragActor.set_position(stageX - this._dragActor.width / 2, stageY - this._dragActor.height / 2);
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} else {
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this._dragActorSource = this.actor;
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}
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this._dragOrigParent = undefined;
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this._ungrabActor(actor);
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this._grabActor(this._dragActor);
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this._dragOffsetX = this._dragActor.x - this._dragStartX;
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this._dragOffsetY = this._dragActor.y - this._dragStartY;
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} else {
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this._dragActor = actor;
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this._dragActorSource = undefined;
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this._dragOrigParent = actor.get_parent();
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this._dragOrigX = this._dragActor.x;
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this._dragOrigY = this._dragActor.y;
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this._dragOrigScale = this._dragActor.scale_x;
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let [actorStageX, actorStageY] = actor.get_transformed_position();
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this._dragOffsetX = actorStageX - this._dragStartX;
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this._dragOffsetY = actorStageY - this._dragStartY;
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// Set the actor's scale such that it will keep the same
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// transformed size when it's reparented to the stage
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let [scaledWidth, scaledHeight] = actor.get_transformed_size();
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actor.set_scale(scaledWidth / actor.width,
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scaledHeight / actor.height);
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}
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this._dragActor.reparent(actor.get_stage());
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this._dragActor.raise_top();
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}
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}
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// If we are dragging, update the position
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// If we are dragging, update the position
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@ -225,6 +254,13 @@ _Draggable.prototype = {
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Signals.addSignalMethods(_Draggable.prototype);
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Signals.addSignalMethods(_Draggable.prototype);
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function makeDraggable(actor) {
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/**
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return new _Draggable(actor);
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* makeDraggable:
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* @actor: Source actor
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* @manualMode: If given, do not automatically start drag and drop on click
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*
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* Create an object which controls drag and drop for the given actor.
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*/
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function makeDraggable(actor, manualMode) {
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return new _Draggable(actor, manualMode);
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}
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}
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