dnd: Update actor position after scaling even when animations are off

The code to update the actor position based on the cursor and current
scale was run in a 'new-frame' handler. This is working fine when
animations are enabled, but when they are turned off this does not work.
This is because the 'new-frame' signal is emitted before the changes for
that frame are applied. So with animations off the position was only
ever updated with the starting values. As a result the shrunk actor was
not being dragged by the position where it was clicked, but by where it
was clicked in the original size, which is likely not even on the shrunk
actor.

This change now also updates the position in the onComplete handler
which gets run with the final scale, even if the duration is 0.

Fixes https://gitlab.gnome.org/GNOME/gnome-shell/-/issues/1699

Part-of: <https://gitlab.gnome.org/GNOME/gnome-shell/-/merge_requests/1627>
This commit is contained in:
Sebastian Keller 2021-02-03 01:59:00 +01:00 committed by Marge Bot
parent 30b6816a86
commit 96d66def8c

View File

@ -455,20 +455,29 @@ var _Draggable = class _Draggable {
scale_y: scale * origScale,
duration: SCALE_ANIMATION_TIME,
mode: Clutter.AnimationMode.EASE_OUT_QUAD,
onComplete: () => {
this._updateActorPosition(origScale,
origDragOffsetX, origDragOffsetY, transX, transY);
},
});
this._dragActor.get_transition('scale-x').connect('new-frame', () => {
let currentScale = this._dragActor.scale_x / origScale;
this._dragOffsetX = currentScale * origDragOffsetX - transX;
this._dragOffsetY = currentScale * origDragOffsetY - transY;
this._dragActor.set_position(
this._dragX + this._dragOffsetX,
this._dragY + this._dragOffsetY);
this._updateActorPosition(origScale,
origDragOffsetX, origDragOffsetY, transX, transY);
});
}
}
}
_updateActorPosition(origScale, origDragOffsetX, origDragOffsetY, transX, transY) {
const currentScale = this._dragActor.scale_x / origScale;
this._dragOffsetX = currentScale * origDragOffsetX - transX;
this._dragOffsetY = currentScale * origDragOffsetY - transY;
this._dragActor.set_position(
this._dragX + this._dragOffsetX,
this._dragY + this._dragOffsetY);
}
_maybeStartDrag(event) {
let [stageX, stageY] = event.get_coords();