dnd: Fix size of actors which don't get allocated their preferred size

Properly adjust for drag actors which were allocated using a custom
vfunc_allocate() and might not have gotten allocated their preferred
size. When DND reparents the actor to the uiGroup, the drag actor will
get allocated its preferred size, so we also need to take the difference
between the old allocation size and the preferred size into account
before reparenting to the uiGroup.

https://gitlab.gnome.org/GNOME/gnome-shell/-/merge_requests/1310
This commit is contained in:
Jonas Dreßler 2020-06-09 18:30:12 +02:00
parent b2eeda9b46
commit 82da73baff

View File

@ -378,17 +378,27 @@ var _Draggable = class _Draggable {
this._dragActorHadFixedPos = this._dragActor.fixed_position_set;
this._dragOrigX = this._dragActor.allocation.x1;
this._dragOrigY = this._dragActor.allocation.y1;
this._dragOrigWidth = this._dragActor.allocation.get_width();
this._dragOrigHeight = this._dragActor.allocation.get_height();
this._dragOrigScale = this._dragActor.scale_x;
// When the actor gets reparented to the uiGroup, it will be
// allocated its preferred size, so use that size instead of the
// current allocation size.
const [, newAllocatedWidth] = this._dragActor.get_preferred_width(-1);
const [, newAllocatedHeight] = this._dragActor.get_preferred_height(-1);
const transformedAllocation =
Shell.util_get_transformed_allocation(this._dragActor);
// Set the actor's scale such that it will keep the same
// transformed size when it's reparented to the uiGroup
let [scaledWidth, scaledHeight] = this.actor.get_transformed_size();
this._dragActor.set_scale(scaledWidth / this.actor.width,
scaledHeight / this.actor.height);
this._dragActor.set_scale(
transformedAllocation.get_width() / newAllocatedWidth,
transformedAllocation.get_height() / newAllocatedHeight);
let [actorStageX, actorStageY] = this.actor.get_transformed_position();
this._dragOffsetX = actorStageX - this._dragStartX;
this._dragOffsetY = actorStageY - this._dragStartY;
this._dragOffsetX = transformedAllocation.x1 - this._dragStartX;
this._dragOffsetY = transformedAllocation.y1 - this._dragStartY;
this._dragOrigParent.remove_actor(this._dragActor);
Main.uiGroup.add_child(this._dragActor);
@ -636,9 +646,15 @@ var _Draggable = class _Draggable {
if (parentWidth != 0)
parentScale = parentScaledWidth / parentWidth;
// Also adjust for the difference in the original actor width
// and the width it is now (children of uiGroup always get
// allocated their preferred size)
const childScaleX =
this._dragOrigWidth / this._dragActor.allocation.get_width();
x = parentX + parentScale * this._dragOrigX;
y = parentY + parentScale * this._dragOrigY;
scale = this._dragOrigScale * parentScale;
scale = this._dragOrigScale * parentScale * childScaleX;
} else {
// Snap back actor to its original stage position
x = this._snapBackX;