2e4e2500dd
If an else block only contains an if statement, the two can be combined into an if-else block, which cuts down on indentation and usually helps legibility. There are exceptions (for instance where the outer if and else blocks are mirrored), but where it makes sense, change the code to avoid lonely ifs. https://gitlab.gnome.org/GNOME/gnome-shell/merge_requests/805
119 lines
4.3 KiB
JavaScript
119 lines
4.3 KiB
JavaScript
// -*- mode: js; js-indent-level: 4; indent-tabs-mode: nil -*-
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const { Clutter, Meta } = imports.gi;
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const Signals = imports.signals;
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const DND = imports.ui.dnd;
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const Main = imports.ui.main;
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var XdndHandler = class {
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constructor() {
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// Used to display a clone of the cursor window when the
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// window group is hidden (like it happens in the overview)
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this._cursorWindowClone = null;
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// Used as a drag actor in case we don't have a cursor window clone
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this._dummy = new Clutter.Actor({ width: 1, height: 1, opacity: 0 });
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Main.uiGroup.add_actor(this._dummy);
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this._dummy.hide();
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var dnd = Meta.get_backend().get_dnd();
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dnd.connect('dnd-enter', this._onEnter.bind(this));
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dnd.connect('dnd-position-change', this._onPositionChanged.bind(this));
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dnd.connect('dnd-leave', this._onLeave.bind(this));
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this._windowGroupVisibilityHandlerId = 0;
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}
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// Called when the user cancels the drag (i.e release the button)
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_onLeave() {
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if (this._windowGroupVisibilityHandlerId != 0) {
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global.window_group.disconnect(this._windowGroupVisibilityHandlerId);
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this._windowGroupVisibilityHandlerId = 0;
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}
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if (this._cursorWindowClone) {
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this._cursorWindowClone.destroy();
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this._cursorWindowClone = null;
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}
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this.emit('drag-end');
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}
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_onEnter() {
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this._windowGroupVisibilityHandlerId =
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global.window_group.connect('notify::visible',
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this._onWindowGroupVisibilityChanged.bind(this));
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this.emit('drag-begin', global.get_current_time());
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}
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_onWindowGroupVisibilityChanged() {
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if (!global.window_group.visible) {
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if (this._cursorWindowClone)
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return;
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let windows = global.get_window_actors();
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let cursorWindow = windows[windows.length - 1];
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// FIXME: more reliable way?
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if (!cursorWindow.get_meta_window().is_override_redirect())
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return;
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let constraintPosition = new Clutter.BindConstraint({ coordinate: Clutter.BindCoordinate.POSITION,
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source: cursorWindow });
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this._cursorWindowClone = new Clutter.Clone({ source: cursorWindow });
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Main.uiGroup.add_actor(this._cursorWindowClone);
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// Make sure that the clone has the same position as the source
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this._cursorWindowClone.add_constraint(constraintPosition);
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} else {
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if (!this._cursorWindowClone)
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return;
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this._cursorWindowClone.destroy();
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this._cursorWindowClone = null;
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}
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}
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_onPositionChanged(obj, x, y) {
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let pickedActor = global.stage.get_actor_at_pos(Clutter.PickMode.REACTIVE, x, y);
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// Make sure that the cursor window is on top
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if (this._cursorWindowClone)
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Main.uiGroup.set_child_above_sibling(this._cursorWindowClone, null);
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let dragEvent = {
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x: x,
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y: y,
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dragActor: this._cursorWindowClone ? this._cursorWindowClone : this._dummy,
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source: this,
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targetActor: pickedActor
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};
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for (let i = 0; i < DND.dragMonitors.length; i++) {
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let motionFunc = DND.dragMonitors[i].dragMotion;
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if (motionFunc) {
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let result = motionFunc(dragEvent);
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if (result != DND.DragMotionResult.CONTINUE)
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return;
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}
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}
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while (pickedActor) {
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if (pickedActor._delegate && pickedActor._delegate.handleDragOver) {
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let [r_, targX, targY] = pickedActor.transform_stage_point(x, y);
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let result = pickedActor._delegate.handleDragOver(this,
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dragEvent.dragActor,
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targX,
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targY,
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global.get_current_time());
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if (result != DND.DragMotionResult.CONTINUE)
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return;
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}
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pickedActor = pickedActor.get_parent();
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}
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}
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};
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Signals.addSignalMethods(XdndHandler.prototype);
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