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authorDaniel Baumann <daniel.baumann@progress-linux.org>2024-04-27 15:07:22 +0000
committerDaniel Baumann <daniel.baumann@progress-linux.org>2024-04-27 15:07:22 +0000
commitf9d480cfe50ca1d7a0f0b5a2b8bb9932962bfbe7 (patch)
treece9e8db2d4e8799780fa72ae8f1953039373e2ee /js/ui/dnd.js
parentInitial commit. (diff)
downloadgnome-shell-f9d480cfe50ca1d7a0f0b5a2b8bb9932962bfbe7.tar.xz
gnome-shell-f9d480cfe50ca1d7a0f0b5a2b8bb9932962bfbe7.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.js800
1 files changed, 800 insertions, 0 deletions
diff --git a/js/ui/dnd.js b/js/ui/dnd.js
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+// -*- 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);
+}