dnd: Centralize drag actor positioning code, use shellWorkspaceLaunch for workspaces

We had multiple copies of the code to position a drag actor given a particular
source.  Instead, just put it inside dnd.js.

Second, rather than test for GenericDisplay/WellDisplayItem etc.,
in various places, add a new method on each source "shellWorkspaceLaunch"
which both marks the item as being droppable on a workspace, and is
called by the workspaces code to launch the item.
This commit is contained in:
Colin Walters
2009-08-17 20:29:54 -04:00
parent 9563515e97
commit dd1a309cb6
5 changed files with 33 additions and 37 deletions

View File

@ -126,8 +126,6 @@ GenericDisplayItem.prototype = {
// It is used for updating the description text inside the details actor when
// the description text for the item is updated.
this._detailsDescriptions = [];
this.dragActor = null;
},
//// Draggable object interface ////
@ -135,21 +133,9 @@ GenericDisplayItem.prototype = {
// Returns a cloned texture of the item's icon to represent the item as it
// is being dragged.
getDragActor: function(stageX, stageY) {
this.dragActor = this._createIcon();
// If the user dragged from the icon itself, then position
// the dragActor over the original icon. Otherwise center it
// around the pointer
let [iconX, iconY] = this._icon.get_transformed_position();
let [iconWidth, iconHeight] = this._icon.get_transformed_size();
if (stageX > iconX && stageX <= iconX + iconWidth &&
stageY > iconY && stageY <= iconY + iconHeight)
this.dragActor.set_position(iconX, iconY);
else
this.dragActor.set_position(stageX - this.dragActor.width / 2, stageY - this.dragActor.height / 2);
return this.dragActor;
return this._createIcon();
},
// Returns the item icon, a separate copy of which is used to
// represent the item as it is being dragged. This is used to
// determine a snap-back location for the drag icon if it does