2b45a01517
We have made good progress on object literals as well, although there are still a lot that use the old style, given how ubiquitous object literals are. But the needed reindentation isn't overly intrusive, as changes are limited to the object literals themselves (i.e. they don't affect surrounding code). And given that object literals account for quite a bit of the remaining differences between regular and legacy rules, doing the transition now is still worthwhile. Part-of: <https://gitlab.gnome.org/GNOME/gnome-shell/-/merge_requests/2200>
121 lines
4.3 KiB
JavaScript
121 lines
4.3 KiB
JavaScript
// -*- mode: js; js-indent-level: 4; indent-tabs-mode: nil -*-
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const { Clutter } = 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 = global.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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const constraintPosition = new Clutter.BindConstraint({
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coordinate: Clutter.BindCoordinate.POSITION,
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source: cursorWindow,
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});
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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,
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y,
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dragActor: 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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