dnd: Prevent simultaneous DnD operations from happening

Besides the device grab on the drag device, also set up a captured-event
handler to catch other devices (except the keyboard) while the DnD
operation is ongoing. This makes DnD operations exclusive to others.

Also, disallow it in less aggressive ways if maybeStartDrag() gets called
while there is a current draggable.

This might definitely be nicer (eg. having other grabbed devices emit
leave/end events), but can't be done without major surgery to Clutter.
This commit is contained in:
Carlos Garnacho 2018-09-10 17:57:34 +02:00 committed by Florian Müllner
parent 7a86637f8d
commit 78608a5080

View File

@ -109,6 +109,7 @@ var _Draggable = class _Draggable {
this._dragCancellable = true;
this._eventsGrabbed = false;
this._capturedEventId = 0;
}
_onButtonPress(actor, event) {
@ -154,9 +155,22 @@ var _Draggable = class _Draggable {
this._grabbedDevice = pointer;
this._touchSequence = touchSequence;
this._capturedEventId = global.stage.connect('captured-event', (actor, event) => {
let device = event.get_device();
if (device != this._grabbedDevice &&
device.get_device_type() != Clutter.InputDeviceType.KEYBOARD_DEVICE)
return Clutter.EVENT_STOP;
return Clutter.EVENT_PROPAGATE;
});
}
_ungrabDevice() {
if (this._capturedEventId != 0) {
global.stage.disconnect(this._capturedEventId);
this._capturedEventId = 0;
}
if (this._touchSequence)
this._grabbedDevice.sequence_ungrab (this._touchSequence);
else
@ -215,6 +229,13 @@ var _Draggable = class _Draggable {
},
_onEvent(actor, event) {
let device = event.get_device();
if (this._grabbedDevice &&
device != this._grabbedDevice &&
device.get_device_type() != Clutter.InputDeviceType.KEYBOARD_DEVICE)
return Clutter.EVENT_PROPAGATE;
// We intercept BUTTON_RELEASE event to know that the button was released in case we
// didn't start the drag, to drop the draggable in case the drag was in progress, and
// to complete the drag and ensure that whatever happens to be under the pointer does
@ -422,7 +443,8 @@ var _Draggable = class _Draggable {
// See if the user has moved the mouse enough to trigger a drag
let threshold = Gtk.Settings.get_default().gtk_dnd_drag_threshold;
if ((Math.abs(stageX - this._dragStartX) > threshold ||
if (!currentDraggable &&
(Math.abs(stageX - this._dragStartX) > threshold ||
Math.abs(stageY - this._dragStartY) > threshold)) {
this.startDrag(stageX, stageY, event.get_time(), this._touchSequence, event.get_device());
this._updateDragPosition(event);