gnome-shell/js/ui/dnd.js
Florian Müllner b3794f1c17 [linearView] Fix dnd to dash when zoomed out
While zoomed out, the workspaces view's drop target spans the entire
monitor to implement reactive screen edges. When a drop event is not
handled by the view, an attempt is made to pass it on down the stack,
but it doesn't work properly. Fix it by iterating the target's parents
as well.
Also improve the code which translates dnd coordinates to target
positions.

https://bugzilla.gnome.org/show_bug.cgi?id=619203
2010-05-27 12:12:10 +02:00

462 lines
19 KiB
JavaScript

/* -*- mode: js2; js2-basic-offset: 4; indent-tabs-mode: nil -*- */
const Clutter = imports.gi.Clutter;
const Gtk = imports.gi.Gtk;
const St = imports.gi.St;
const Lang = imports.lang;
const Signals = imports.signals;
const Tweener = imports.ui.tweener;
const Main = imports.ui.main;
const Params = imports.misc.params;
// Time to scale down to maxDragActorSize
const SCALE_ANIMATION_TIME = 0.25;
// Time to animate to original position on cancel
const SNAP_BACK_ANIMATION_TIME = 0.25;
// Time to animate to original position on success
const REVERT_ANIMATION_TIME = 0.75;
let eventHandlerActor = null;
let currentDraggable = null;
function _getEventHandlerActor() {
if (!eventHandlerActor) {
eventHandlerActor = new Clutter.Rectangle();
eventHandlerActor.width = 0;
eventHandlerActor.height = 0;
Main.uiGroup.add_actor(eventHandlerActor);
// We connect to 'event' rather than 'captured-event' because the capturing phase doesn't happen
// when you've grabbed the pointer.
eventHandlerActor.connect('event',
function(actor, event) {
return currentDraggable._onEvent(actor, event);
});
}
return eventHandlerActor;
}
function _Draggable(actor, params) {
this._init(actor, params);
}
_Draggable.prototype = {
_init : function(actor, params) {
params = Params.parse(params, { manualMode: false,
restoreOnSuccess: false,
dragActorMaxSize: undefined,
dragActorOpacity: undefined });
this.actor = actor;
if (!params.manualMode)
this.actor.connect('button-press-event',
Lang.bind(this, this._onButtonPress));
this.actor.connect('destroy', Lang.bind(this, function() {
this.disconnectAll();
}));
this._onEventId = null;
this._restoreOnSuccess = params.restoreOnSuccess;
this._dragActorMaxSize = params.dragActorMaxSize;
this._dragActorOpacity = params.dragActorOpacity;
this._buttonDown = false; // The mouse button has been pressed and has not yet been released.
this._dragInProgress = false; // The drag has been started, and has not been dropped or cancelled yet.
this._animationInProgress = false; // The drag is over and the item is in the process of animating to its original position (snapping back or reverting).
},
_onButtonPress : function (actor, event) {
if (event.get_button() != 1)
return false;
if (Tweener.getTweenCount(actor))
return false;
this._buttonDown = true;
// special case St.Clickable: grabbing the pointer would mess up the
// internal state, so we start the drag manually on hover change
if (this.actor instanceof St.Clickable)
this.actor.connect('notify::hover',
Lang.bind(this, this._onClickableHoverChanged));
else
this._grabActor();
let [stageX, stageY] = event.get_coords();
this._dragStartX = stageX;
this._dragStartY = stageY;
return false;
},
_onClickableHoverChanged: function(button) {
if (button.hover || !button.held)
return;
button.fake_release();
this.startDrag(this._dragStartX, this._dragStartY,
global.get_current_time());
},
_grabActor: function() {
Clutter.grab_pointer(this.actor);
this._onEventId = this.actor.connect('event',
Lang.bind(this, this._onEvent));
},
_ungrabActor: function() {
Clutter.ungrab_pointer();
this.actor.disconnect(this._onEventId);
this._onEventId = null;
},
_grabEvents: function() {
Clutter.grab_pointer(_getEventHandlerActor());
Clutter.grab_keyboard(_getEventHandlerActor());
},
_ungrabEvents: function() {
Clutter.ungrab_pointer();
Clutter.ungrab_keyboard();
},
_onEvent: function(actor, event) {
// We intercept BUTTON_RELEASE event to know that the button was released in case we
// didn't start the drag, to drop the draggable in case the drag was in progress, and
// to complete the drag and ensure that whatever happens to be under the pointer does
// not get triggered if the drag was cancelled with Esc.
if (event.type() == Clutter.EventType.BUTTON_RELEASE) {
this._buttonDown = false;
if (this._dragInProgress) {
return this._dragActorDropped(event);
} else if (this._dragActor != null && !this._animationInProgress) {
// Drag must have been cancelled with Esc.
this._dragComplete();
return true;
} else {
// Drag has never started.
this._ungrabActor();
return false;
}
// We intercept MOTION event to figure out if the drag has started and to draw
// this._dragActor under the pointer when dragging is in progress
} else if (event.type() == Clutter.EventType.MOTION) {
if (this._dragInProgress) {
return this._updateDragPosition(event);
} else if (this._dragActor == null) {
return this._maybeStartDrag(event);
}
// We intercept KEY_PRESS event so that we can process Esc key press to cancel
// dragging and ignore all other key presses.
} else if (event.type() == Clutter.EventType.KEY_PRESS && this._dragInProgress) {
let symbol = event.get_key_symbol();
if (symbol == Clutter.Escape) {
this._cancelDrag(event.get_time());
return true;
}
}
return false;
},
/**
* startDrag:
* @stageX: X coordinate of event
* @stageY: Y coordinate of event
* @time: Event timestamp
*
* Directly initiate a drag and drop operation from the given actor.
* This function is useful to call if you've specified manualMode
* for the draggable.
*/
startDrag: function (stageX, stageY, time) {
currentDraggable = this;
this._dragInProgress = true;
this.emit('drag-begin', time);
if (this._onEventId)
this._ungrabActor();
this._grabEvents();
this._dragX = this._dragStartX = stageX;
this._dragY = this._dragStartY = stageY;
if (this.actor._delegate && this.actor._delegate.getDragActor) {
this._dragActor = this.actor._delegate.getDragActor(this._dragStartX, this._dragStartY);
// Drag actor does not always have to be the same as actor. For example drag actor
// can be an image that's part of the actor. So to perform "snap back" correctly we need
// to know what was the drag actor source.
if (this.actor._delegate.getDragActorSource) {
this._dragActorSource = this.actor._delegate.getDragActorSource();
// If the user dragged from the source, then position
// the dragActor over it. Otherwise, center it
// around the pointer
let [sourceX, sourceY] = this._dragActorSource.get_transformed_position();
let x, y;
if (stageX > sourceX && stageX <= sourceX + this._dragActor.width &&
stageY > sourceY && stageY <= sourceY + this._dragActor.height) {
x = sourceX;
y = sourceY;
} else {
x = stageX - this._dragActor.width / 2;
y = stageY - this._dragActor.height / 2;
}
this._dragActor.set_position(x, y);
} else {
this._dragActorSource = this.actor;
}
this._dragOrigParent = undefined;
this._dragOffsetX = this._dragActor.x - this._dragStartX;
this._dragOffsetY = this._dragActor.y - this._dragStartY;
} else {
this._dragActor = this.actor;
this._dragActorSource = undefined;
this._dragOrigParent = this.actor.get_parent();
this._dragOrigX = this._dragActor.x;
this._dragOrigY = this._dragActor.y;
this._dragOrigScale = this._dragActor.scale_x;
let [actorStageX, actorStageY] = this.actor.get_transformed_position();
this._dragOffsetX = actorStageX - this._dragStartX;
this._dragOffsetY = actorStageY - this._dragStartY;
// Set the actor's scale such that it will keep the same
// transformed size when it's reparented to the stage
let [scaledWidth, scaledHeight] = this.actor.get_transformed_size();
this.actor.set_scale(scaledWidth / this.actor.width,
scaledHeight / this.actor.height);
}
this._dragActor.reparent(this.actor.get_stage());
this._dragActor.raise_top();
this._dragOrigOpacity = this._dragActor.opacity;
if (this._dragActorOpacity != undefined)
this._dragActor.opacity = this._dragActorOpacity;
this._snapBackX = this._dragStartX + this._dragOffsetX;
this._snapBackY = this._dragStartY + this._dragOffsetY;
this._snapBackScale = this._dragActor.scale_x;
if (this._dragActorMaxSize != undefined) {
let [scaledWidth, scaledHeight] = this._dragActor.get_transformed_size();
let currentSize = Math.max(scaledWidth, scaledHeight);
if (currentSize > this._dragActorMaxSize) {
let scale = this._dragActorMaxSize / currentSize;
let origScale = this._dragActor.scale_x;
let origDragOffsetX = this._dragOffsetX;
let origDragOffsetY = this._dragOffsetY;
// The position of the actor changes as we scale
// around the drag position, but we can't just tween
// to the final position because that tween would
// fight with updates as the user continues dragging
// the mouse; instead we do the position computations in
// an onUpdate() function.
Tweener.addTween(this._dragActor,
{ scale_x: scale * origScale,
scale_y: scale * origScale,
time: SCALE_ANIMATION_TIME,
transition: 'easeOutQuad',
onUpdate: function() {
let currentScale = this._dragActor.scale_x / origScale;
this._dragOffsetX = currentScale * origDragOffsetX;
this._dragOffsetY = currentScale * origDragOffsetY;
this._dragActor.set_position(this._dragX + this._dragOffsetX,
this._dragY + this._dragOffsetY);
},
onUpdateScope: this });
}
}
},
_maybeStartDrag: function(event) {
let [stageX, stageY] = event.get_coords();
// See if the user has moved the mouse enough to trigger a drag
let threshold = Gtk.Settings.get_default().gtk_dnd_drag_threshold;
if ((Math.abs(stageX - this._dragStartX) > threshold ||
Math.abs(stageY - this._dragStartY) > threshold)) {
this.startDrag(stageX, stageY, event.get_time());
this._updateDragPosition(event);
}
return true;
},
_updateDragPosition : function (event) {
let [stageX, stageY] = event.get_coords();
this._dragX = stageX;
this._dragY = stageY;
// If we are dragging, update the position
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();
while (target) {
if (target._delegate && target._delegate.handleDragOver) {
let [r, targX, targY] = target.transform_stage_point(stageX, stageY);
// 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.
target._delegate.handleDragOver(this.actor._delegate,
this._dragActor,
targX,
targY,
event.get_time());
}
target = target.get_parent();
}
}
return true;
},
_dragActorDropped: function(event) {
// Find a drop target. 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 [dropX, dropY] = event.get_coords();
let target = this._dragActor.get_stage().get_actor_at_pos(Clutter.PickMode.ALL,
dropX, dropY);
this._dragActor.show();
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.get_parent() == this._dragActor.get_stage()) {
if (this._restoreOnSuccess) {
this._restoreDragActor(event.get_time());
return true;
} else
this._dragActor.destroy();
}
this._dragInProgress = false;
this.emit('drag-end', event.get_time(), true);
this._dragComplete();
return true;
}
}
target = target.get_parent();
}
this._cancelDrag(event.get_time());
return true;
},
// Get position of the drag actor's source if the source is still around,
// or return the original location if the actor itself was being dragged
// or the source is no longer around.
_getRestoreLocation: function() {
let locX = this._snapBackX;
let locY = this._snapBackY;
if (this._dragActorSource && this._dragActorSource.visible)
[locX, locY] = this._dragActorSource.get_transformed_position();
return [locX, locY];
},
_cancelDrag: function(eventTime) {
this._dragInProgress = false;
let [snapBackX, snapBackY] = this._getRestoreLocation();
this._animationInProgress = true;
// No target, so snap back
Tweener.addTween(this._dragActor,
{ x: snapBackX,
y: snapBackY,
scale_x: this._snapBackScale,
scale_y: this._snapBackScale,
opacity: this._dragOrigOpacity,
time: SNAP_BACK_ANIMATION_TIME,
transition: 'easeOutQuad',
onComplete: this._onAnimationComplete,
onCompleteScope: this,
onCompleteParams: [this._dragActor, eventTime]
});
},
_restoreDragActor: function(eventTime) {
this._dragInProgress = false;
[restoreX, restoreY] = this._getRestoreLocation();
// fade the actor back in at its original location
this._dragActor.set_position(restoreX, restoreY);
this._dragActor.set_scale(this._snapBackScale, this._snapBackScale);
this._dragActor.opacity = 0;
this._animationInProgress = true;
Tweener.addTween(this._dragActor,
{ opacity: this._dragOrigOpacity,
time: REVERT_ANIMATION_TIME,
transition: 'easeOutQuad',
onComplete: this._onAnimationComplete,
onCompleteScope: this,
onCompleteParams: [this._dragActor, eventTime]
});
},
_onAnimationComplete : function (dragActor, eventTime) {
if (this._dragOrigParent) {
dragActor.reparent(this._dragOrigParent);
dragActor.set_scale(this._dragOrigScale, this._dragOrigScale);
dragActor.set_position(this._dragOrigX, this._dragOrigY);
} else {
dragActor.destroy();
}
this.emit('drag-end', eventTime, false);
this._animationInProgress = false;
if (!this._buttonDown)
this._dragComplete();
},
_dragComplete: function() {
this._dragActor = undefined;
currentDraggable = null;
this._ungrabEvents();
}
};
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);
}