f76f30fd6a
When a drag is cancelled and the source actor is visible, the drag actor is animated back to the source position. The scale that the drag actor will become is calculated as: scale = this._dragActor.width / sourceScaledWidth However, this is wrong; what we wanted to do is the opposite: scale = sourceScaledWidth / this._dragActor.width Fix the scale calculation to match the math above. https://gitlab.gnome.org/GNOME/gnome-shell/merge_requests/671
765 lines
28 KiB
JavaScript
765 lines
28 KiB
JavaScript
// -*- mode: js; js-indent-level: 4; indent-tabs-mode: nil -*-
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/* exported addDragMonitor, removeDragMonitor, makeDraggable */
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const { Clutter, GLib, Meta, Shell, St } = imports.gi;
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const Signals = imports.signals;
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const Main = imports.ui.main;
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const Params = imports.misc.params;
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// Time to scale down to maxDragActorSize
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var SCALE_ANIMATION_TIME = 250;
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// Time to animate to original position on cancel
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var SNAP_BACK_ANIMATION_TIME = 250;
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// Time to animate to original position on success
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var REVERT_ANIMATION_TIME = 750;
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var DragMotionResult = {
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NO_DROP: 0,
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COPY_DROP: 1,
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MOVE_DROP: 2,
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CONTINUE: 3
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};
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var DragState = {
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INIT: 0,
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DRAGGING: 1,
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CANCELLED: 2,
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};
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var DRAG_CURSOR_MAP = {
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0: Meta.Cursor.DND_UNSUPPORTED_TARGET,
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1: Meta.Cursor.DND_COPY,
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2: Meta.Cursor.DND_MOVE
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};
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var DragDropResult = {
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FAILURE: 0,
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SUCCESS: 1,
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CONTINUE: 2
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};
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var dragMonitors = [];
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let eventHandlerActor = null;
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let currentDraggable = null;
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function _getEventHandlerActor() {
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if (!eventHandlerActor) {
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eventHandlerActor = new Clutter.Actor({ width: 0, height: 0 });
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Main.uiGroup.add_actor(eventHandlerActor);
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// We connect to 'event' rather than 'captured-event' because the capturing phase doesn't happen
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// when you've grabbed the pointer.
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eventHandlerActor.connect('event', (actor, event) => {
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return currentDraggable._onEvent(actor, event);
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});
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}
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return eventHandlerActor;
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}
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function addDragMonitor(monitor) {
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dragMonitors.push(monitor);
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}
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function removeDragMonitor(monitor) {
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for (let i = 0; i < dragMonitors.length; i++)
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if (dragMonitors[i] == monitor) {
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dragMonitors.splice(i, 1);
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return;
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}
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}
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var _Draggable = class _Draggable {
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constructor(actor, params) {
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params = Params.parse(params, { manualMode: false,
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restoreOnSuccess: false,
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dragActorMaxSize: undefined,
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dragActorOpacity: undefined });
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this.actor = actor;
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this._dragState = DragState.INIT;
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if (!params.manualMode) {
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this.actor.connect('button-press-event',
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this._onButtonPress.bind(this));
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this.actor.connect('touch-event',
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this._onTouchEvent.bind(this));
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}
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this.actor.connect('destroy', () => {
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this._actorDestroyed = true;
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if (this._dragState == DragState.DRAGGING && this._dragCancellable)
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this._cancelDrag(global.get_current_time());
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this.disconnectAll();
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});
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this._onEventId = null;
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this._touchSequence = null;
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this._restoreOnSuccess = params.restoreOnSuccess;
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this._dragActorMaxSize = params.dragActorMaxSize;
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this._dragActorOpacity = params.dragActorOpacity;
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this._buttonDown = false; // The mouse button has been pressed and has not yet been released.
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this._animationInProgress = false; // The drag is over and the item is in the process of animating to its original position (snapping back or reverting).
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this._dragCancellable = true;
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this._eventsGrabbed = false;
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this._capturedEventId = 0;
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}
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_onButtonPress(actor, event) {
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if (event.get_button() != 1)
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return Clutter.EVENT_PROPAGATE;
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this._buttonDown = true;
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this._grabActor(event.get_device());
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let [stageX, stageY] = event.get_coords();
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this._dragStartX = stageX;
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this._dragStartY = stageY;
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return Clutter.EVENT_PROPAGATE;
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}
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_onTouchEvent(actor, event) {
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// We only handle touch events here on wayland. On X11
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// we do get emulated pointer events, which already works
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// for single-touch cases. Besides, the X11 passive touch grab
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// set up by Mutter will make us see first the touch events
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// and later the pointer events, so it will look like two
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// unrelated series of events, we want to avoid double handling
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// in these cases.
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if (!Meta.is_wayland_compositor())
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return Clutter.EVENT_PROPAGATE;
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if (event.type() != Clutter.EventType.TOUCH_BEGIN ||
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!global.display.is_pointer_emulating_sequence(event.get_event_sequence()))
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return Clutter.EVENT_PROPAGATE;
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this._buttonDown = true;
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this._grabActor(event.get_device(), event.get_event_sequence());
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let [stageX, stageY] = event.get_coords();
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this._dragStartX = stageX;
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this._dragStartY = stageY;
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return Clutter.EVENT_PROPAGATE;
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}
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_grabDevice(actor, pointer, touchSequence) {
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if (touchSequence)
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pointer.sequence_grab(touchSequence, actor);
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else if (pointer)
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pointer.grab (actor);
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this._grabbedDevice = pointer;
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this._touchSequence = touchSequence;
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this._capturedEventId = global.stage.connect('captured-event', (actor, event) => {
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let device = event.get_device();
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if (device != this._grabbedDevice &&
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device.get_device_type() != Clutter.InputDeviceType.KEYBOARD_DEVICE)
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return Clutter.EVENT_STOP;
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return Clutter.EVENT_PROPAGATE;
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});
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}
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_ungrabDevice() {
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if (this._capturedEventId != 0) {
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global.stage.disconnect(this._capturedEventId);
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this._capturedEventId = 0;
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}
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if (this._touchSequence)
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this._grabbedDevice.sequence_ungrab (this._touchSequence);
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else
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this._grabbedDevice.ungrab();
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this._touchSequence = null;
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this._grabbedDevice = null;
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}
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_grabActor(device, touchSequence) {
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this._grabDevice(this.actor, device, touchSequence);
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this._onEventId = this.actor.connect('event',
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this._onEvent.bind(this));
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}
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_ungrabActor() {
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if (!this._onEventId)
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return;
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this._ungrabDevice();
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this.actor.disconnect(this._onEventId);
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this._onEventId = null;
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}
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_grabEvents(device, touchSequence) {
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if (!this._eventsGrabbed) {
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this._eventsGrabbed = Main.pushModal(_getEventHandlerActor());
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if (this._eventsGrabbed)
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this._grabDevice(_getEventHandlerActor(), device, touchSequence);
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}
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}
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_ungrabEvents() {
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if (this._eventsGrabbed) {
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this._ungrabDevice();
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Main.popModal(_getEventHandlerActor());
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this._eventsGrabbed = false;
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}
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}
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_eventIsRelease(event) {
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if (event.type() == Clutter.EventType.BUTTON_RELEASE) {
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let buttonMask = (Clutter.ModifierType.BUTTON1_MASK |
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Clutter.ModifierType.BUTTON2_MASK |
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Clutter.ModifierType.BUTTON3_MASK);
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/* We only obey the last button release from the device,
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* other buttons may get pressed/released during the DnD op.
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*/
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return (event.get_state() & buttonMask) == 0;
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} else if (event.type() == Clutter.EventType.TOUCH_END) {
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/* For touch, we only obey the pointer emulating sequence */
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return global.display.is_pointer_emulating_sequence(event.get_event_sequence());
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}
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return false;
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}
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_onEvent(actor, event) {
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let device = event.get_device();
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if (this._grabbedDevice &&
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device != this._grabbedDevice &&
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device.get_device_type() != Clutter.InputDeviceType.KEYBOARD_DEVICE)
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return Clutter.EVENT_PROPAGATE;
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// We intercept BUTTON_RELEASE event to know that the button was released in case we
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// didn't start the drag, to drop the draggable in case the drag was in progress, and
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// to complete the drag and ensure that whatever happens to be under the pointer does
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// not get triggered if the drag was cancelled with Esc.
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if (this._eventIsRelease(event)) {
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this._buttonDown = false;
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if (this._dragState == DragState.DRAGGING) {
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return this._dragActorDropped(event);
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} else if ((this._dragActor != null || this._dragState == DragState.CANCELLED) &&
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!this._animationInProgress) {
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// Drag must have been cancelled with Esc.
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this._dragComplete();
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return Clutter.EVENT_STOP;
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} else {
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// Drag has never started.
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this._ungrabActor();
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return Clutter.EVENT_PROPAGATE;
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}
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// We intercept MOTION event to figure out if the drag has started and to draw
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// this._dragActor under the pointer when dragging is in progress
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} else if (event.type() == Clutter.EventType.MOTION ||
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(event.type() == Clutter.EventType.TOUCH_UPDATE &&
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global.display.is_pointer_emulating_sequence(event.get_event_sequence()))) {
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if (this._dragActor && this._dragState == DragState.DRAGGING) {
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return this._updateDragPosition(event);
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} else if (this._dragActor == null && this._dragState != DragState.CANCELLED) {
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return this._maybeStartDrag(event);
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}
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// We intercept KEY_PRESS event so that we can process Esc key press to cancel
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// dragging and ignore all other key presses.
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} else if (event.type() == Clutter.EventType.KEY_PRESS && this._dragState == DragState.DRAGGING) {
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let symbol = event.get_key_symbol();
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if (symbol == Clutter.Escape) {
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this._cancelDrag(event.get_time());
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return Clutter.EVENT_STOP;
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}
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}
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return Clutter.EVENT_PROPAGATE;
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}
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/**
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* fakeRelease:
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*
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* Fake a release event.
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* Must be called if you want to intercept release events on draggable
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* actors for other purposes (for example if you're using
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* PopupMenu.ignoreRelease())
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*/
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fakeRelease() {
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this._buttonDown = false;
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this._ungrabActor();
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}
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/**
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* startDrag:
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* @stageX: X coordinate of event
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* @stageY: Y coordinate of event
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* @time: Event timestamp
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*
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* Directly initiate a drag and drop operation from the given actor.
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* This function is useful to call if you've specified manualMode
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* for the draggable.
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*/
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startDrag(stageX, stageY, time, sequence, device) {
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if (currentDraggable)
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return;
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if (device == undefined) {
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let event = Clutter.get_current_event();
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if (event)
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device = event.get_device();
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if (device == undefined) {
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let manager = Clutter.DeviceManager.get_default();
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device = manager.get_core_device(Clutter.InputDeviceType.POINTER_DEVICE);
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}
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}
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currentDraggable = this;
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this._dragState = DragState.DRAGGING;
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// Special-case St.Button: the pointer grab messes with the internal
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// state, so force a reset to a reasonable state here
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if (this.actor instanceof St.Button) {
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this.actor.fake_release();
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this.actor.hover = false;
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}
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this.emit('drag-begin', time);
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if (this._onEventId)
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this._ungrabActor();
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this._grabEvents(device, sequence);
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global.display.set_cursor(Meta.Cursor.DND_IN_DRAG);
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this._dragX = this._dragStartX = stageX;
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this._dragY = this._dragStartY = stageY;
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if (this.actor._delegate && this.actor._delegate.getDragActor) {
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this._dragActor = this.actor._delegate.getDragActor();
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Main.uiGroup.add_child(this._dragActor);
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this._dragActor.raise_top();
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Shell.util_set_hidden_from_pick(this._dragActor, true);
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// Drag actor does not always have to be the same as actor. For example drag actor
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// can be an image that's part of the actor. So to perform "snap back" correctly we need
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// to know what was the drag actor source.
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if (this.actor._delegate.getDragActorSource) {
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this._dragActorSource = this.actor._delegate.getDragActorSource();
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// If the user dragged from the source, then position
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// the dragActor over it. Otherwise, center it
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// around the pointer
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let [sourceX, sourceY] = this._dragActorSource.get_transformed_position();
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let x, y;
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if (stageX > sourceX && stageX <= sourceX + this._dragActor.width &&
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stageY > sourceY && stageY <= sourceY + this._dragActor.height) {
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x = sourceX;
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y = sourceY;
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} else {
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x = stageX - this._dragActor.width / 2;
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y = stageY - this._dragActor.height / 2;
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}
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this._dragActor.set_position(x, y);
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} else {
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this._dragActorSource = this.actor;
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}
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this._dragOrigParent = undefined;
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this._dragOffsetX = this._dragActor.x - this._dragStartX;
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this._dragOffsetY = this._dragActor.y - this._dragStartY;
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} else {
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this._dragActor = this.actor;
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this._dragActorSource = undefined;
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this._dragOrigParent = this.actor.get_parent();
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this._dragOrigX = this._dragActor.x;
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this._dragOrigY = this._dragActor.y;
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this._dragOrigScale = this._dragActor.scale_x;
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// Set the actor's scale such that it will keep the same
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// transformed size when it's reparented to the uiGroup
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let [scaledWidth, scaledHeight] = this.actor.get_transformed_size();
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this._dragActor.set_scale(scaledWidth / this.actor.width,
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scaledHeight / this.actor.height);
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let [actorStageX, actorStageY] = this.actor.get_transformed_position();
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this._dragOffsetX = actorStageX - this._dragStartX;
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this._dragOffsetY = actorStageY - this._dragStartY;
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this._dragOrigParent.remove_actor(this._dragActor);
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Main.uiGroup.add_child(this._dragActor);
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this._dragActor.raise_top();
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Shell.util_set_hidden_from_pick(this._dragActor, true);
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}
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this._dragActorDestroyId = this._dragActor.connect('destroy', () => {
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// Cancel ongoing animation (if any)
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this._finishAnimation();
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this._dragActor = null;
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if (this._dragState == DragState.DRAGGING)
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this._dragState = DragState.CANCELLED;
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});
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this._dragOrigOpacity = this._dragActor.opacity;
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if (this._dragActorOpacity != undefined)
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this._dragActor.opacity = this._dragActorOpacity;
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this._snapBackX = this._dragStartX + this._dragOffsetX;
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this._snapBackY = this._dragStartY + this._dragOffsetY;
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this._snapBackScale = this._dragActor.scale_x;
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if (this._dragActorMaxSize != undefined) {
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let [scaledWidth, scaledHeight] = this._dragActor.get_transformed_size();
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let currentSize = Math.max(scaledWidth, scaledHeight);
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if (currentSize > this._dragActorMaxSize) {
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let scale = this._dragActorMaxSize / currentSize;
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let origScale = this._dragActor.scale_x;
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let origDragOffsetX = this._dragOffsetX;
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let origDragOffsetY = this._dragOffsetY;
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// The position of the actor changes as we scale
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// around the drag position, but we can't just tween
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// to the final position because that tween would
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// fight with updates as the user continues dragging
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// the mouse; instead we do the position computations in
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// a ::new-frame handler.
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this._dragActor.ease({
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scale_x: scale * origScale,
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scale_y: scale * origScale,
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duration: SCALE_ANIMATION_TIME,
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mode: Clutter.AnimationMode.EASE_OUT_QUAD
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});
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this._dragActor.get_transition('scale-x').connect('new-frame', () => {
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let currentScale = this._dragActor.scale_x / origScale;
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this._dragOffsetX = currentScale * origDragOffsetX;
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this._dragOffsetY = currentScale * origDragOffsetY;
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this._dragActor.set_position(
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this._dragX + this._dragOffsetX,
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this._dragY + this._dragOffsetY);
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});
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}
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}
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}
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_maybeStartDrag(event) {
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let [stageX, stageY] = event.get_coords();
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// See if the user has moved the mouse enough to trigger a drag
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let scaleFactor = St.ThemeContext.get_for_stage(global.stage).scale_factor;
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let threshold = St.Settings.get().drag_threshold * scaleFactor;
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if (!currentDraggable &&
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(Math.abs(stageX - this._dragStartX) > threshold ||
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Math.abs(stageY - this._dragStartY) > threshold)) {
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this.startDrag(stageX, stageY, event.get_time(), this._touchSequence, event.get_device());
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this._updateDragPosition(event);
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}
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return true;
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}
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_pickTargetActor() {
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return this._dragActor.get_stage().get_actor_at_pos(Clutter.PickMode.ALL,
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this._dragX, this._dragY);
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}
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_updateDragHover() {
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this._updateHoverId = 0;
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let target = this._pickTargetActor();
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let dragEvent = {
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x: this._dragX,
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y: this._dragY,
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dragActor: this._dragActor,
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source: this.actor._delegate,
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targetActor: target
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};
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let targetActorDestroyHandlerId;
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let handleTargetActorDestroyClosure;
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handleTargetActorDestroyClosure = () => {
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target = this._pickTargetActor();
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dragEvent.targetActor = target;
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targetActorDestroyHandlerId =
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target.connect('destroy', handleTargetActorDestroyClosure);
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};
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targetActorDestroyHandlerId =
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target.connect('destroy', handleTargetActorDestroyClosure);
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for (let i = 0; i < dragMonitors.length; i++) {
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let motionFunc = dragMonitors[i].dragMotion;
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if (motionFunc) {
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let result = motionFunc(dragEvent);
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if (result != DragMotionResult.CONTINUE) {
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global.display.set_cursor(DRAG_CURSOR_MAP[result]);
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return GLib.SOURCE_REMOVE;
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}
|
|
}
|
|
}
|
|
dragEvent.targetActor.disconnect(targetActorDestroyHandlerId);
|
|
|
|
while (target) {
|
|
if (target._delegate && target._delegate.handleDragOver) {
|
|
let [r_, targX, targY] = target.transform_stage_point(this._dragX, this._dragY);
|
|
// We currently loop through all parents on drag-over even if one of the children has handled it.
|
|
// We can check the return value of the function and break the loop if it's true if we don't want
|
|
// to continue checking the parents.
|
|
let result = target._delegate.handleDragOver(this.actor._delegate,
|
|
this._dragActor,
|
|
targX,
|
|
targY,
|
|
0);
|
|
if (result != DragMotionResult.CONTINUE) {
|
|
global.display.set_cursor(DRAG_CURSOR_MAP[result]);
|
|
return GLib.SOURCE_REMOVE;
|
|
}
|
|
}
|
|
target = target.get_parent();
|
|
}
|
|
global.display.set_cursor(Meta.Cursor.DND_IN_DRAG);
|
|
return GLib.SOURCE_REMOVE;
|
|
}
|
|
|
|
_queueUpdateDragHover() {
|
|
if (this._updateHoverId)
|
|
return;
|
|
|
|
this._updateHoverId = GLib.idle_add(GLib.PRIORITY_DEFAULT,
|
|
this._updateDragHover.bind(this));
|
|
GLib.Source.set_name_by_id(this._updateHoverId, '[gnome-shell] this._updateDragHover');
|
|
}
|
|
|
|
_updateDragPosition(event) {
|
|
let [stageX, stageY] = event.get_coords();
|
|
this._dragX = stageX;
|
|
this._dragY = stageY;
|
|
this._dragActor.set_position(stageX + this._dragOffsetX,
|
|
stageY + this._dragOffsetY);
|
|
|
|
this._queueUpdateDragHover();
|
|
return true;
|
|
}
|
|
|
|
_dragActorDropped(event) {
|
|
let [dropX, dropY] = event.get_coords();
|
|
let target = this._dragActor.get_stage().get_actor_at_pos(Clutter.PickMode.ALL,
|
|
dropX, dropY);
|
|
|
|
// 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;
|
|
}
|
|
}
|
|
|
|
// At this point it is too late to cancel a drag by destroying
|
|
// the actor, the fate of which is decided by acceptDrop and its
|
|
// side-effects
|
|
this._dragCancellable = false;
|
|
|
|
while (target) {
|
|
if (target._delegate && target._delegate.acceptDrop) {
|
|
let [r_, targX, targY] = target.transform_stage_point(dropX, dropY);
|
|
if (target._delegate.acceptDrop(this.actor._delegate,
|
|
this._dragActor,
|
|
targX,
|
|
targY,
|
|
event.get_time())) {
|
|
// If it accepted the drop without taking the actor,
|
|
// handle it ourselves.
|
|
if (this._dragActor && this._dragActor.get_parent() == Main.uiGroup) {
|
|
if (this._restoreOnSuccess) {
|
|
this._restoreDragActor(event.get_time());
|
|
return true;
|
|
} else {
|
|
this._dragActor.destroy();
|
|
}
|
|
}
|
|
|
|
this._dragState = DragState.INIT;
|
|
global.display.set_cursor(Meta.Cursor.DEFAULT);
|
|
this.emit('drag-end', event.get_time(), true);
|
|
this._dragComplete();
|
|
return true;
|
|
}
|
|
}
|
|
target = target.get_parent();
|
|
}
|
|
|
|
this._cancelDrag(event.get_time());
|
|
|
|
return true;
|
|
}
|
|
|
|
_getRestoreLocation() {
|
|
let x, y, scale;
|
|
|
|
if (this._dragActorSource && this._dragActorSource.visible) {
|
|
// Snap the clone back to its source
|
|
[x, y] = this._dragActorSource.get_transformed_position();
|
|
let [sourceScaledWidth] = this._dragActorSource.get_transformed_size();
|
|
scale = sourceScaledWidth ? sourceScaledWidth / this._dragActor.width : 0;
|
|
} else if (this._dragOrigParent) {
|
|
// Snap the actor back to its original position within
|
|
// its parent, adjusting for the fact that the parent
|
|
// may have been moved or scaled
|
|
let [parentX, parentY] = this._dragOrigParent.get_transformed_position();
|
|
let [parentWidth] = this._dragOrigParent.get_size();
|
|
let [parentScaledWidth] = this._dragOrigParent.get_transformed_size();
|
|
let parentScale = 1.0;
|
|
if (parentWidth != 0)
|
|
parentScale = parentScaledWidth / parentWidth;
|
|
|
|
x = parentX + parentScale * this._dragOrigX;
|
|
y = parentY + parentScale * this._dragOrigY;
|
|
scale = this._dragOrigScale * parentScale;
|
|
} else {
|
|
// Snap back actor to its original stage position
|
|
x = this._snapBackX;
|
|
y = this._snapBackY;
|
|
scale = this._snapBackScale;
|
|
}
|
|
|
|
return [x, y, scale];
|
|
}
|
|
|
|
_cancelDrag(eventTime) {
|
|
this.emit('drag-cancelled', eventTime);
|
|
let wasCancelled = (this._dragState == DragState.CANCELLED);
|
|
this._dragState = DragState.CANCELLED;
|
|
|
|
if (this._actorDestroyed || wasCancelled) {
|
|
global.display.set_cursor(Meta.Cursor.DEFAULT);
|
|
if (!this._buttonDown)
|
|
this._dragComplete();
|
|
this.emit('drag-end', eventTime, false);
|
|
if (!this._dragOrigParent && this._dragActor)
|
|
this._dragActor.destroy();
|
|
|
|
return;
|
|
}
|
|
|
|
let [snapBackX, snapBackY, snapBackScale] = this._getRestoreLocation();
|
|
|
|
this._animateDragEnd(eventTime, {
|
|
x: snapBackX,
|
|
y: snapBackY,
|
|
scale_x: snapBackScale,
|
|
scale_y: snapBackScale,
|
|
duration: SNAP_BACK_ANIMATION_TIME
|
|
});
|
|
}
|
|
|
|
_restoreDragActor(eventTime) {
|
|
this._dragState = DragState.INIT;
|
|
let [restoreX, restoreY, restoreScale] = this._getRestoreLocation();
|
|
|
|
// fade the actor back in at its original location
|
|
this._dragActor.set_position(restoreX, restoreY);
|
|
this._dragActor.set_scale(restoreScale, restoreScale);
|
|
this._dragActor.opacity = 0;
|
|
|
|
this._animateDragEnd(eventTime, {
|
|
duration: REVERT_ANIMATION_TIME
|
|
});
|
|
}
|
|
|
|
_animateDragEnd(eventTime, params) {
|
|
this._animationInProgress = true;
|
|
|
|
// start the animation
|
|
this._dragActor.ease(Object.assign(params, {
|
|
opacity: this._dragOrigOpacity,
|
|
mode: Clutter.AnimationMode.EASE_OUT_QUAD,
|
|
onComplete: () => {
|
|
this._onAnimationComplete(this._dragActor, eventTime);
|
|
}
|
|
}));
|
|
}
|
|
|
|
_finishAnimation() {
|
|
if (!this._animationInProgress)
|
|
return;
|
|
|
|
this._animationInProgress = false;
|
|
if (!this._buttonDown)
|
|
this._dragComplete();
|
|
|
|
global.display.set_cursor(Meta.Cursor.DEFAULT);
|
|
}
|
|
|
|
_onAnimationComplete(dragActor, eventTime) {
|
|
if (this._dragOrigParent) {
|
|
Main.uiGroup.remove_child(this._dragActor);
|
|
this._dragOrigParent.add_actor(this._dragActor);
|
|
dragActor.set_scale(this._dragOrigScale, this._dragOrigScale);
|
|
dragActor.set_position(this._dragOrigX, this._dragOrigY);
|
|
} else {
|
|
dragActor.destroy();
|
|
}
|
|
|
|
this.emit('drag-end', eventTime, false);
|
|
this._finishAnimation();
|
|
}
|
|
|
|
_dragComplete() {
|
|
if (!this._actorDestroyed && this._dragActor)
|
|
Shell.util_set_hidden_from_pick(this._dragActor, false);
|
|
|
|
this._ungrabEvents();
|
|
global.sync_pointer();
|
|
|
|
if (this._updateHoverId) {
|
|
GLib.source_remove(this._updateHoverId);
|
|
this._updateHoverId = 0;
|
|
}
|
|
|
|
if (this._dragActor) {
|
|
this._dragActor.disconnect(this._dragActorDestroyId);
|
|
this._dragActor = null;
|
|
}
|
|
|
|
this._dragState = DragState.INIT;
|
|
currentDraggable = null;
|
|
}
|
|
};
|
|
Signals.addSignalMethods(_Draggable.prototype);
|
|
|
|
/**
|
|
* makeDraggable:
|
|
* @actor: Source actor
|
|
* @params: (optional) Additional parameters
|
|
*
|
|
* Create an object which controls drag and drop for the given actor.
|
|
*
|
|
* If %manualMode is %true in @params, do not automatically start
|
|
* drag and drop on click
|
|
*
|
|
* If %dragActorMaxSize is present in @params, the drag actor will
|
|
* be scaled down to be no larger than that size in pixels.
|
|
*
|
|
* If %dragActorOpacity is present in @params, the drag actor will
|
|
* will be set to have that opacity during the drag.
|
|
*
|
|
* Note that when the drag actor is the source actor and the drop
|
|
* succeeds, the actor scale and opacity aren't reset; if the drop
|
|
* target wants to reuse the actor, it's up to the drop target to
|
|
* reset these values.
|
|
*/
|
|
function makeDraggable(actor, params) {
|
|
return new _Draggable(actor, params);
|
|
}
|