File: xdndHandler.js

package info (click to toggle)
cinnamon 3.2.7-4
  • links: PTS, VCS
  • area: main
  • in suites: stretch
  • size: 11,624 kB
  • sloc: ansic: 33,269; python: 18,048; xml: 1,504; makefile: 780; sh: 90; cpp: 54
file content (130 lines) | stat: -rw-r--r-- 5,024 bytes parent folder | download | duplicates (6)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
// -*- mode: js; js-indent-level: 4; indent-tabs-mode: nil -*-

const Clutter = imports.gi.Clutter;
const Lang = imports.lang;
const Cinnamon = imports.gi.Cinnamon;
const Signals = imports.signals;
const DND = imports.ui.dnd;

function XdndHandler() {
    this._init();
}

XdndHandler.prototype = {
    _init: function() {
        // Used to display a clone of the cursor window when the
        // window group is hidden (like it happens in the overview)
        this._cursorWindowClone = null;

        // Used as a drag actor in case we don't have a cursor window clone
        this._dummy = new Clutter.Rectangle({ width: 1, height: 1, opacity: 0 });
        global.stage.add_actor(this._dummy);
        this._dummy.hide();

        // Muffin delays the creation of the output window as long
        // as possible to avoid flicker. In case a plugin wants to
        // access it directly it has to connect to the stage's show
        // signal. (see comment in compositor.c:meta_compositor_manage_screen)
        global.stage.connect('show', function () {
                                        global.init_xdnd();
                                        return false;
                                      });

        global.connect('xdnd-enter', Lang.bind(this, this._onEnter));
        global.connect('xdnd-position-changed', Lang.bind(this, this._onPositionChanged));
        global.connect('xdnd-leave', Lang.bind(this, this._onLeave));

        this._windowGroupVisibilityHandlerId = 0;
    },

    // Called when the user cancels the drag (i.e release the button)
    _onLeave: function() {
        if (this._windowGroupVisibilityHandlerId != 0) {
            global.window_group.disconnect(this._windowGroupVisibilityHandlerId);
            this._windowGroupVisibilityHandlerId = 0;
        }
        if (this._cursorWindowClone) {
            this._cursorWindowClone.destroy();
            this._cursorWindowClone = null;
        }

        this.emit('drag-end');
    },

    _onEnter: function() {
        this._windowGroupVisibilityHandlerId  =
                global.window_group.connect('notify::visible',
                    Lang.bind(this, this._onWindowGroupVisibilityChanged));

        this.emit('drag-begin', global.get_current_time());
    },

    _onWindowGroupVisibilityChanged: function() {
        if (!global.window_group.visible) {
            if (this._cursorWindowClone)
                return;

            let windows = global.get_window_actors();
            let cursorWindow = windows[windows.length - 1];

            // FIXME: more reliable way?
            if (!cursorWindow.is_override_redirect())
                return;

            let constraint_position = new Clutter.BindConstraint({ coordinate : Clutter.BindCoordinate.POSITION,
                                                                   source: cursorWindow});

            this._cursorWindowClone = new Clutter.Clone({ source: cursorWindow });
            global.overlay_group.add_actor(this._cursorWindowClone);
            Cinnamon.util_set_hidden_from_pick(this._cursorWindowClone, true);

            // Make sure that the clone has the same position as the source
            this._cursorWindowClone.add_constraint(constraint_position);
        } else {
            if (this._cursorWindowClone) {
                this._cursorWindowClone.destroy();
                this._cursorWindowClone = null;
            }
        }
    },

    _onPositionChanged: function(obj, x, y) {
        let pickedActor = global.stage.get_actor_at_pos(Clutter.PickMode.ALL, x, y);

        // Make sure that the cursor window is on top
        if (this._cursorWindowClone)
             this._cursorWindowClone.raise_top();

        let dragEvent = {
            x: x,
            y: y,
            dragActor: this._cursorWindowClone ? this._cursorWindowClone : this._dummy,
            source: this,
            targetActor: pickedActor
        };

        for (let i = 0; i < DND.dragMonitors.length; i++) {
            let motionFunc = DND.dragMonitors[i].dragMotion;
            if (motionFunc) {
                let result = motionFunc(dragEvent);
                if (result != DND.DragMotionResult.CONTINUE)
                    return;
            }
        }

        while (pickedActor) {
                if (pickedActor._delegate && pickedActor._delegate.handleDragOver) {
                    let result = pickedActor._delegate.handleDragOver(this,
                                                                      dragEvent.dragActor,
                                                                      x,
                                                                      y,
                                                                      global.get_current_time());
                    if (result != DND.DragMotionResult.CONTINUE)
                        return;
                }
                pickedActor = pickedActor.get_parent();
        }
    }
}

Signals.addSignalMethods(XdndHandler.prototype);