[dnd] Add monitoring hooks for motion/drop events

Sometimes it is desirable to be able to react to DND events that
happen outside a target actor's bounds, e.g. to implement reactive
screen edges. Add a simple interface which allows to hook into
drag motion and drop handling without jumping through ugly hoops.

https://bugzilla.gnome.org/show_bug.cgi?id=620504
This commit is contained in:
Florian Müllner 2010-06-06 16:22:27 +02:00
parent 6e09cc5fc8
commit c50e324366

View File

@ -17,8 +17,22 @@ const SNAP_BACK_ANIMATION_TIME = 0.25;
// Time to animate to original position on success
const REVERT_ANIMATION_TIME = 0.75;
const DragMotionResult = {
NO_DROP: 0,
COPY_DROP: 1,
MOVE_DROP: 2,
CONTINUE: 3
};
const DragDropResult = {
FAILURE: 0,
SUCCESS: 1,
CONTINUE: 2
};
let eventHandlerActor = null;
let currentDraggable = null;
let dragMonitors = [];
function _getEventHandlerActor() {
if (!eventHandlerActor) {
@ -36,6 +50,18 @@ function _getEventHandlerActor() {
return eventHandlerActor;
}
function addDragMonitor(monitor) {
dragMonitors.push(monitor);
}
function removeMonitor(monitor) {
for (let i = 0; i < dragMonitors.length; i++)
if (dragMonitors[i] == monitor) {
dragMonitors.splice(i, 1);
return;
}
}
function _Draggable(actor, params) {
this._init(actor, params);
}
@ -294,12 +320,37 @@ _Draggable.prototype = {
if (this._dragActor) {
this._dragActor.set_position(stageX + this._dragOffsetX,
stageY + this._dragOffsetY);
// Because we want to find out what other actor is located at the current position of this._dragActor,
// we have to temporarily hide this._dragActor.
this._dragActor.hide();
let target = this._dragActor.get_stage().get_actor_at_pos(Clutter.PickMode.ALL,
stageX, stageY);
this._dragActor.show();
// We call observers only once per motion with the innermost
// target actor. If necessary, the observer can walk the
// parent itself.
let dragEvent = {
x: stageX,
y: stageY,
dragActor: this._dragActor,
targetActor: target
};
for (let i = 0; i < dragMonitors.length; i++) {
let motionFunc = dragMonitors[i].dragMotion;
if (motionFunc)
switch (motionFunc(dragEvent)) {
case DragMotionResult.NO_DROP:
case DragMotionResult.COPY_DROP:
case DragMotionResult.MOVE_DROP:
// TODO: set a special cursor or something ;)
return true;
case DragMotionResult.CONTINUE:
continue;
}
}
while (target) {
if (target._delegate && target._delegate.handleDragOver) {
let [r, targX, targY] = target.transform_stage_point(stageX, stageY);
@ -327,6 +378,27 @@ _Draggable.prototype = {
let target = this._dragActor.get_stage().get_actor_at_pos(Clutter.PickMode.ALL,
dropX, dropY);
this._dragActor.show();
// We call observers only once per motion with the innermost
// target actor. If necessary, the observer can walk the
// parent itself.
let dropEvent = {
dropActor: this._dragActor,
targetActor: target,
clutterEvent: event
};
for (let i = 0; i < dragMonitors.length; i++) {
let dropFunc = dragMonitors[i].dragDrop;
if (dropFunc)
switch (dropFunc(dropEvent)) {
case DragDropResult.FAILURE:
case DragDropResult.SUCCESS:
return true;
case DragDropResult.CONTINUE:
continue;
}
}
while (target) {
if (target._delegate && target._delegate.acceptDrop) {
let [r, targX, targY] = target.transform_stage_point(dropX, dropY);