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author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-27 15:07:22 +0000 |
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committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-27 15:07:22 +0000 |
commit | f9d480cfe50ca1d7a0f0b5a2b8bb9932962bfbe7 (patch) | |
tree | ce9e8db2d4e8799780fa72ae8f1953039373e2ee /js/ui/dnd.js | |
parent | Initial commit. (diff) | |
download | gnome-shell-upstream/3.38.6.tar.xz gnome-shell-upstream/3.38.6.zip |
Adding upstream version 3.38.6.upstream/3.38.6upstream
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'js/ui/dnd.js')
-rw-r--r-- | js/ui/dnd.js | 800 |
1 files changed, 800 insertions, 0 deletions
diff --git a/js/ui/dnd.js b/js/ui/dnd.js new file mode 100644 index 0000000..b1e1680 --- /dev/null +++ b/js/ui/dnd.js @@ -0,0 +1,800 @@ +// -*- mode: js; js-indent-level: 4; indent-tabs-mode: nil -*- +/* exported addDragMonitor, removeDragMonitor, makeDraggable */ + +const { Clutter, GLib, Meta, Shell, St } = imports.gi; +const Signals = imports.signals; + +const Main = imports.ui.main; +const Params = imports.misc.params; + +// Time to scale down to maxDragActorSize +var SCALE_ANIMATION_TIME = 250; +// Time to animate to original position on cancel +var SNAP_BACK_ANIMATION_TIME = 250; +// Time to animate to original position on success +var REVERT_ANIMATION_TIME = 750; + +var DragMotionResult = { + NO_DROP: 0, + COPY_DROP: 1, + MOVE_DROP: 2, + CONTINUE: 3, +}; + +var DragState = { + INIT: 0, + DRAGGING: 1, + CANCELLED: 2, +}; + +var DRAG_CURSOR_MAP = { + 0: Meta.Cursor.DND_UNSUPPORTED_TARGET, + 1: Meta.Cursor.DND_COPY, + 2: Meta.Cursor.DND_MOVE, +}; + +var DragDropResult = { + FAILURE: 0, + SUCCESS: 1, + CONTINUE: 2, +}; +var dragMonitors = []; + +let eventHandlerActor = null; +let currentDraggable = null; + +function _getEventHandlerActor() { + if (!eventHandlerActor) { + eventHandlerActor = new Clutter.Actor({ width: 0, 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', (actor, event) => { + return currentDraggable._onEvent(actor, event); + }); + } + return eventHandlerActor; +} + +function addDragMonitor(monitor) { + dragMonitors.push(monitor); +} + +function removeDragMonitor(monitor) { + for (let i = 0; i < dragMonitors.length; i++) { + if (dragMonitors[i] == monitor) { + dragMonitors.splice(i, 1); + return; + } + } +} + +var _Draggable = class _Draggable { + constructor(actor, params) { + params = Params.parse(params, { manualMode: false, + restoreOnSuccess: false, + dragActorMaxSize: undefined, + dragActorOpacity: undefined }); + + this.actor = actor; + this._dragState = DragState.INIT; + + if (!params.manualMode) { + this.actor.connect('button-press-event', + this._onButtonPress.bind(this)); + this.actor.connect('touch-event', + this._onTouchEvent.bind(this)); + } + + this.actor.connect('destroy', () => { + this._actorDestroyed = true; + + if (this._dragState == DragState.DRAGGING && this._dragCancellable) + this._cancelDrag(global.get_current_time()); + this.disconnectAll(); + }); + this._onEventId = null; + this._touchSequence = 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._animationInProgress = false; // The drag is over and the item is in the process of animating to its original position (snapping back or reverting). + this._dragCancellable = true; + + this._eventsGrabbed = false; + this._capturedEventId = 0; + } + + _onButtonPress(actor, event) { + if (event.get_button() != 1) + return Clutter.EVENT_PROPAGATE; + + this._buttonDown = true; + this._grabActor(event.get_device()); + + let [stageX, stageY] = event.get_coords(); + this._dragStartX = stageX; + this._dragStartY = stageY; + + return Clutter.EVENT_PROPAGATE; + } + + _onTouchEvent(actor, event) { + // We only handle touch events here on wayland. On X11 + // we do get emulated pointer events, which already works + // for single-touch cases. Besides, the X11 passive touch grab + // set up by Mutter will make us see first the touch events + // and later the pointer events, so it will look like two + // unrelated series of events, we want to avoid double handling + // in these cases. + if (!Meta.is_wayland_compositor()) + return Clutter.EVENT_PROPAGATE; + + if (event.type() != Clutter.EventType.TOUCH_BEGIN || + !global.display.is_pointer_emulating_sequence(event.get_event_sequence())) + return Clutter.EVENT_PROPAGATE; + + this._buttonDown = true; + this._grabActor(event.get_device(), event.get_event_sequence()); + + let [stageX, stageY] = event.get_coords(); + this._dragStartX = stageX; + this._dragStartY = stageY; + + return Clutter.EVENT_PROPAGATE; + } + + _grabDevice(actor, pointer, touchSequence) { + if (touchSequence) + pointer.sequence_grab(touchSequence, actor); + else if (pointer) + pointer.grab(actor); + + this._grabbedDevice = pointer; + this._touchSequence = touchSequence; + + this._capturedEventId = global.stage.connect('captured-event', (o, event) => { + let device = event.get_device(); + if (device != this._grabbedDevice && + device.get_device_type() != Clutter.InputDeviceType.KEYBOARD_DEVICE) + return Clutter.EVENT_STOP; + return Clutter.EVENT_PROPAGATE; + }); + } + + _ungrabDevice() { + if (this._capturedEventId != 0) { + global.stage.disconnect(this._capturedEventId); + this._capturedEventId = 0; + } + + if (this._touchSequence) + this._grabbedDevice.sequence_ungrab(this._touchSequence); + else + this._grabbedDevice.ungrab(); + + this._touchSequence = null; + this._grabbedDevice = null; + } + + _grabActor(device, touchSequence) { + this._grabDevice(this.actor, device, touchSequence); + this._onEventId = this.actor.connect('event', + this._onEvent.bind(this)); + } + + _ungrabActor() { + if (!this._onEventId) + return; + + this._ungrabDevice(); + this.actor.disconnect(this._onEventId); + this._onEventId = null; + } + + _grabEvents(device, touchSequence) { + if (!this._eventsGrabbed) { + this._eventsGrabbed = Main.pushModal(_getEventHandlerActor()); + if (this._eventsGrabbed) + this._grabDevice(_getEventHandlerActor(), device, touchSequence); + } + } + + _ungrabEvents() { + if (this._eventsGrabbed) { + this._ungrabDevice(); + Main.popModal(_getEventHandlerActor()); + this._eventsGrabbed = false; + } + } + + _eventIsRelease(event) { + if (event.type() == Clutter.EventType.BUTTON_RELEASE) { + let buttonMask = Clutter.ModifierType.BUTTON1_MASK | + Clutter.ModifierType.BUTTON2_MASK | + Clutter.ModifierType.BUTTON3_MASK; + /* We only obey the last button release from the device, + * other buttons may get pressed/released during the DnD op. + */ + return (event.get_state() & buttonMask) == 0; + } else if (event.type() == Clutter.EventType.TOUCH_END) { + /* For touch, we only obey the pointer emulating sequence */ + return global.display.is_pointer_emulating_sequence(event.get_event_sequence()); + } + + return false; + } + + _onEvent(actor, event) { + let device = event.get_device(); + + if (this._grabbedDevice && + device != this._grabbedDevice && + device.get_device_type() != Clutter.InputDeviceType.KEYBOARD_DEVICE) + return Clutter.EVENT_PROPAGATE; + + // 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 (this._eventIsRelease(event)) { + this._buttonDown = false; + if (this._dragState == DragState.DRAGGING) { + return this._dragActorDropped(event); + } else if ((this._dragActor != null || this._dragState == DragState.CANCELLED) && + !this._animationInProgress) { + // Drag must have been cancelled with Esc. + this._dragComplete(); + return Clutter.EVENT_STOP; + } else { + // Drag has never started. + this._ungrabActor(); + return Clutter.EVENT_PROPAGATE; + } + // 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 || + (event.type() == Clutter.EventType.TOUCH_UPDATE && + global.display.is_pointer_emulating_sequence(event.get_event_sequence()))) { + if (this._dragActor && this._dragState == DragState.DRAGGING) + return this._updateDragPosition(event); + else if (this._dragActor == null && this._dragState != DragState.CANCELLED) + 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._dragState == DragState.DRAGGING) { + let symbol = event.get_key_symbol(); + if (symbol == Clutter.KEY_Escape) { + this._cancelDrag(event.get_time()); + return Clutter.EVENT_STOP; + } + } + + return Clutter.EVENT_PROPAGATE; + } + + /** + * fakeRelease: + * + * Fake a release event. + * Must be called if you want to intercept release events on draggable + * actors for other purposes (for example if you're using + * PopupMenu.ignoreRelease()) + */ + fakeRelease() { + this._buttonDown = false; + this._ungrabActor(); + } + + /** + * startDrag: + * @param {number} stageX: X coordinate of event + * @param {number} stageY: Y coordinate of event + * @param {number} time: Event timestamp + * @param {Clutter.EventSequence=} sequence: Event sequence + * @param {Clutter.InputDevice=} device: device that originated the event + * + * 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(stageX, stageY, time, sequence, device) { + if (currentDraggable) + return; + + if (device == undefined) { + let event = Clutter.get_current_event(); + + if (event) + device = event.get_device(); + + if (device == undefined) { + let seat = Clutter.get_default_backend().get_default_seat(); + device = seat.get_pointer(); + } + } + + currentDraggable = this; + this._dragState = DragState.DRAGGING; + + // Special-case St.Button: the pointer grab messes with the internal + // state, so force a reset to a reasonable state here + if (this.actor instanceof St.Button) { + this.actor.fake_release(); + this.actor.hover = false; + } + + this.emit('drag-begin', time); + if (this._onEventId) + this._ungrabActor(); + + this._grabEvents(device, sequence); + global.display.set_cursor(Meta.Cursor.DND_IN_DRAG); + + this._dragX = this._dragStartX = stageX; + this._dragY = this._dragStartY = stageY; + + if (this.actor._delegate && this.actor._delegate.getDragActor) { + this._dragActor = this.actor._delegate.getDragActor(); + Main.uiGroup.add_child(this._dragActor); + Main.uiGroup.set_child_above_sibling(this._dragActor, null); + Shell.util_set_hidden_from_pick(this._dragActor, true); + + // 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._dragActorHadFixedPos = this._dragActor.fixed_position_set; + this._dragOrigX = this._dragActor.allocation.x1; + this._dragOrigY = this._dragActor.allocation.y1; + this._dragOrigWidth = this._dragActor.allocation.get_width(); + this._dragOrigHeight = this._dragActor.allocation.get_height(); + this._dragOrigScale = this._dragActor.scale_x; + + // When the actor gets reparented to the uiGroup, it will be + // allocated its preferred size, so use that size instead of the + // current allocation size. + const [, newAllocatedWidth] = this._dragActor.get_preferred_width(-1); + const [, newAllocatedHeight] = this._dragActor.get_preferred_height(-1); + + const transformedExtents = this._dragActor.get_transformed_extents(); + + // Set the actor's scale such that it will keep the same + // transformed size when it's reparented to the uiGroup + this._dragActor.set_scale( + transformedExtents.get_width() / newAllocatedWidth, + transformedExtents.get_height() / newAllocatedHeight); + + this._dragOffsetX = transformedExtents.origin.x - this._dragStartX; + this._dragOffsetY = transformedExtents.origin.y - this._dragStartY; + + this._dragOrigParent.remove_actor(this._dragActor); + Main.uiGroup.add_child(this._dragActor); + Main.uiGroup.set_child_above_sibling(this._dragActor, null); + Shell.util_set_hidden_from_pick(this._dragActor, true); + } + + this._dragActorDestroyId = this._dragActor.connect('destroy', () => { + // Cancel ongoing animation (if any) + this._finishAnimation(); + + this._dragActor = null; + if (this._dragState == DragState.DRAGGING) + this._dragState = DragState.CANCELLED; + }); + 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; + + let origDragOffsetX = this._dragOffsetX; + let origDragOffsetY = this._dragOffsetY; + let [transX, transY] = this._dragActor.get_translation(); + this._dragOffsetX -= transX; + this._dragOffsetY -= transY; + + this._dragActor.set_position( + this._dragX + this._dragOffsetX, + this._dragY + this._dragOffsetY); + + 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; + + // 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 + // a ::new-frame handler. + this._dragActor.ease({ + scale_x: scale * origScale, + scale_y: scale * origScale, + duration: SCALE_ANIMATION_TIME, + mode: Clutter.AnimationMode.EASE_OUT_QUAD, + }); + + this._dragActor.get_transition('scale-x').connect('new-frame', () => { + let currentScale = this._dragActor.scale_x / origScale; + this._dragOffsetX = currentScale * origDragOffsetX - transX; + this._dragOffsetY = currentScale * origDragOffsetY - transY; + this._dragActor.set_position( + this._dragX + this._dragOffsetX, + this._dragY + this._dragOffsetY); + }); + } + } + } + + _maybeStartDrag(event) { + let [stageX, stageY] = event.get_coords(); + + // See if the user has moved the mouse enough to trigger a drag + let scaleFactor = St.ThemeContext.get_for_stage(global.stage).scale_factor; + let threshold = St.Settings.get().drag_threshold * scaleFactor; + if (!currentDraggable && + (Math.abs(stageX - this._dragStartX) > threshold || + Math.abs(stageY - this._dragStartY) > threshold)) { + this.startDrag(stageX, stageY, event.get_time(), this._touchSequence, event.get_device()); + this._updateDragPosition(event); + } + + return true; + } + + _pickTargetActor() { + return this._dragActor.get_stage().get_actor_at_pos(Clutter.PickMode.ALL, + this._dragX, this._dragY); + } + + _updateDragHover() { + this._updateHoverId = 0; + let target = this._pickTargetActor(); + + let dragEvent = { + x: this._dragX, + y: this._dragY, + dragActor: this._dragActor, + source: this.actor._delegate, + targetActor: target, + }; + + let targetActorDestroyHandlerId; + let handleTargetActorDestroyClosure; + handleTargetActorDestroyClosure = () => { + target = this._pickTargetActor(); + dragEvent.targetActor = target; + targetActorDestroyHandlerId = + target.connect('destroy', handleTargetActorDestroyClosure); + }; + targetActorDestroyHandlerId = + target.connect('destroy', handleTargetActorDestroyClosure); + + for (let i = 0; i < dragMonitors.length; i++) { + let motionFunc = dragMonitors[i].dragMotion; + if (motionFunc) { + let result = motionFunc(dragEvent); + if (result != DragMotionResult.CONTINUE) { + global.display.set_cursor(DRAG_CURSOR_MAP[result]); + return GLib.SOURCE_REMOVE; + } + } + } + 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); + let accepted = false; + try { + accepted = target._delegate.acceptDrop(this.actor._delegate, + this._dragActor, targX, targY, event.get_time()); + } catch (e) { + // On error, skip this target + logError(e, "Skipping drag target"); + } + if (accepted) { + // 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; + + // Also adjust for the difference in the original actor width + // and the width it is now (children of uiGroup always get + // allocated their preferred size) + const childScaleX = + this._dragOrigWidth / this._dragActor.allocation.get_width(); + + x = parentX + parentScale * this._dragOrigX; + y = parentY + parentScale * this._dragOrigY; + scale = this._dragOrigScale * parentScale * childScaleX; + } 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); + if (this._dragActorHadFixedPos) + dragActor.set_position(this._dragOrigX, this._dragOrigY); + else + dragActor.fixed_position_set = false; + } 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: + * @param {Clutter.Actor} actor: Source actor + * @param {Object=} params: Additional parameters + * @returns {Object} a new Draggable + * + * 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); +} |