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.
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24
js/ui/dnd.js
24
js/ui/dnd.js
@ -109,6 +109,7 @@ var _Draggable = class _Draggable {
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this._dragCancellable = true;
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this._eventsGrabbed = false;
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this._capturedEventId = 0;
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}
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_onButtonPress(actor, event) {
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@ -154,9 +155,22 @@ var _Draggable = class _Draggable {
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this._grabbedDevice = pointer;
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this._touchSequence = touchSequence;
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this._capturedEventId = global.stage.connect('captured-event', (actor, event) => {
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let device = event.get_device();
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if (device != this._grabbedDevice &&
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device.get_device_type() != Clutter.InputDeviceType.KEYBOARD_DEVICE)
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return Clutter.EVENT_STOP;
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return Clutter.EVENT_PROPAGATE;
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});
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}
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_ungrabDevice() {
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if (this._capturedEventId != 0) {
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global.stage.disconnect(this._capturedEventId);
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this._capturedEventId = 0;
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}
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if (this._touchSequence)
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this._grabbedDevice.sequence_ungrab (this._touchSequence);
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else
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@ -215,6 +229,13 @@ var _Draggable = class _Draggable {
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},
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_onEvent(actor, event) {
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let device = event.get_device();
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if (this._grabbedDevice &&
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device != this._grabbedDevice &&
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device.get_device_type() != Clutter.InputDeviceType.KEYBOARD_DEVICE)
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return Clutter.EVENT_PROPAGATE;
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// We intercept BUTTON_RELEASE event to know that the button was released in case we
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// didn't start the drag, to drop the draggable in case the drag was in progress, and
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// to complete the drag and ensure that whatever happens to be under the pointer does
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@ -422,7 +443,8 @@ var _Draggable = class _Draggable {
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// See if the user has moved the mouse enough to trigger a drag
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let threshold = Gtk.Settings.get_default().gtk_dnd_drag_threshold;
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if ((Math.abs(stageX - this._dragStartX) > threshold ||
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if (!currentDraggable &&
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(Math.abs(stageX - this._dragStartX) > threshold ||
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Math.abs(stageY - this._dragStartY) > threshold)) {
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this.startDrag(stageX, stageY, event.get_time(), this._touchSequence, event.get_device());
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this._updateDragPosition(event);
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