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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997
|
/*********************************************************
* Copyright (C) 2007 VMware, Inc. All rights reserved.
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU Lesser General Public License as published
* by the Free Software Foundation version 2.1 and no later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
* or FITNESS FOR A PARTICULAR PURPOSE. See the Lesser GNU General Public
* License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with this program; if not, write to the Free Software Foundation, Inc.,
* 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA.
*
*********************************************************/
/*
* dnd.cc --
*
* Implementation of common layer DnD object.
*/
#include "dnd.hh"
#include "dndRpcV3.hh"
extern "C" {
#include "util.h"
#include "debug.h"
#include "file.h"
#include "cpNameUtil.h"
#include "str.h"
#include "eventManager.h"
}
#define UNGRAB_TIMEOUT 50 // 0.5 s
#define UNITY_DND_DET_TIMEOUT 50 // 0.5 s
#define HIDE_DET_WND_TIMER 50 // 0.5s
/*
*---------------------------------------------------------------------
*
* DnDUngrabTimeout --
*
* UngrabTimeout callback for GH DnD.
*
* Results:
* Always TRUE.
*
* Side effects:
* None.
*
*---------------------------------------------------------------------
*/
static Bool
DnDUngrabTimeout(void *clientData) // IN
{
ASSERT(clientData);
DnD *dnd = (DnD *)clientData;
dnd->UngrabTimeout();
return TRUE;
}
/*
*---------------------------------------------------------------------
*
* DnDUnityDetTimeout --
*
* UnityDnDDetTimeout callback for GH DnD.
*
* Results:
* Always TRUE.
*
* Side effects:
* None.
*
*---------------------------------------------------------------------
*/
static Bool
DnDUnityDetTimeout(void *clientData) // IN
{
ASSERT(clientData);
DnD *dnd = (DnD *)clientData;
dnd->UnityDnDDetTimeout();
return TRUE;
}
/*
*---------------------------------------------------------------------
*
* DnDHideDetWndTimer --
*
* HideDetWndTimer callback.
*
* Results:
* Always TRUE.
*
* Side effects:
* None.
*
*---------------------------------------------------------------------
*/
static Bool
DnDHideDetWndTimer(void *clientData) // IN
{
Debug("%s: entering\n", __FUNCTION__);
ASSERT(clientData);
DnD *dnd = (DnD *)clientData;
dnd->SetHideDetWndTimer(NULL);
dnd->UpdateDetWnd(false, 0, 0);
return TRUE;
}
/*
*---------------------------------------------------------------------
*
* DnD::DnD --
*
* Constructor for DnD.
*
* Results:
* None.
*
* Side effects:
* None.
*
*---------------------------------------------------------------------
*/
DnD::DnD(DblLnkLst_Links *eventQueue) // IN
: mRpc(NULL),
mVmxDnDVersion(0),
mDnDAllowed(false),
mStagingDir(""),
mUngrabTimeout(NULL),
mUnityDnDDetTimeout(NULL),
mHideDetWndTimer(NULL),
mEventQueue(eventQueue)
{
mState = DNDSTATE_INVALID;
mFeedback = DROP_UNKNOWN;
CPClipboard_Init(&mClipboard);
}
/*
*---------------------------------------------------------------------
*
* DnD::~DnD --
*
* Destructor.
*
* Results:
* None.
*
* Side effects:
* None.
*
*---------------------------------------------------------------------
*/
DnD::~DnD(void)
{
delete mRpc;
CPClipboard_Destroy(&mClipboard);
/* Remove untriggered timers. */
if (mHideDetWndTimer) {
EventManager_Remove(mHideDetWndTimer);
mHideDetWndTimer = NULL;
}
if (mUngrabTimeout) {
EventManager_Remove(mUngrabTimeout);
mUngrabTimeout = NULL;
}
if (mUnityDnDDetTimeout) {
EventManager_Remove(mUnityDnDDetTimeout);
mUnityDnDDetTimeout = NULL;
}
}
/*
*-----------------------------------------------------------------------------
*
* DnD::VmxDnDVersionChanged --
*
* Guest DnD version changed so should create corresponding Rpc and
* register callbacks for signals if version changed.
*
* Results:
* None
*
* Side effects:
* None
*
*-----------------------------------------------------------------------------
*/
void
DnD::VmxDnDVersionChanged(struct RpcIn *rpcIn, // IN
uint32 version) // IN
{
/* Do nothing if version is not changed. */
if (mVmxDnDVersion == version) {
return;
}
mVmxDnDVersion = version;
delete mRpc;
mRpc = NULL;
mState = DNDSTATE_INVALID;
Debug("%s: state changed to INVALID\n", __FUNCTION__);
switch (version) {
case 1:
case 2:
/* Here should create DnDRpcV2 for version 1 & 2. */
break;
case 3:
mRpc = new DnDRpcV3(rpcIn);
break;
default:
Debug("%s: got unsupported vmx DnD version %u.\n", __FUNCTION__, version);
return;
}
if (mRpc) {
mRpc->ghUpdateUnityDetWndChanged.connect(
sigc::mem_fun(this, &DnD::OnGHUpdateUnityDetWnd));
mRpc->ghQueryPendingDragChanged.connect(
sigc::mem_fun(this, &DnD::OnGHQueryPendingDrag));
mRpc->moveDetWndToMousePos.connect(
sigc::mem_fun(this, &DnD::OnMoveDetWndToMousePos));
mRpc->ghPrivateDropChanged.connect(
sigc::mem_fun(this, &DnD::OnGHPrivateDrop));
mRpc->ghCancelChanged.connect(
sigc::mem_fun(this, &DnD::OnGHCancel));
mRpc->hgDragEnterChanged.connect(
sigc::mem_fun(this, &DnD::OnHGDragEnter));
mRpc->hgDragStartChanged.connect(
sigc::mem_fun(this, &DnD::OnHGDragStart));
mRpc->hgCancelChanged.connect(
sigc::mem_fun(this, &DnD::OnHGCancel));
mRpc->hgDropChanged.connect(
sigc::mem_fun(this, &DnD::OnHGDrop));
mRpc->hgFileCopyDoneChanged.connect(
sigc::mem_fun(this, &DnD::OnHGFileCopyDone));
mRpc->updateMouseChanged.connect(
sigc::mem_fun(this, &DnD::OnUpdateMouse));
mState = DNDSTATE_READY;
Debug("%s: state changed to READY\n", __FUNCTION__);
}
}
/*
*----------------------------------------------------------------------
*
* DnD::OnHGDragEnter --
*
* This callback is trigged when host got dragEnter signal and
* related DnD data. Put data into local buffer, show detection
* window and inform host UI to simulate first mouse click in the
* guest.
*
* Results:
* None.
*
* Side effects:
* None.
*
*----------------------------------------------------------------------
*/
void
DnD::OnHGDragEnter(const CPClipboard *clip) // IN
{
if (mState != DNDSTATE_READY &&
mState != DNDSTATE_ENTERING) {
/* Reset DnD for any wrong state. */
Debug("%s: Bad state: %d\n", __FUNCTION__, mState);
ResetDnD();
return;
}
CPClipboard_Clear(&mClipboard);
CPClipboard_Copy(&mClipboard, clip);
/* Show detection window in (0, 0). */
UpdateDetWnd(true, 0, 0);
/*
* Ask host to simulate mouse click inside the detection window.
* Host should simulate all guest dragging for HG DnD.
*/
mRpc->HGDragEnterDone(DRAG_DET_WINDOW_WIDTH / 2,
DRAG_DET_WINDOW_WIDTH / 2);
mState = DNDSTATE_ENTERING;
Debug("%s: state changed to ENTERING\n", __FUNCTION__);
}
/*
*----------------------------------------------------------------------
*
* DnD::OnHGDragStart --
*
* Host just simulated the first mouse click inside the detection
* window. Now guest can initialize HG DnD.
*
* Results:
* None.
*
* Side effects:
* None.
*
*----------------------------------------------------------------------
*/
void
DnD::OnHGDragStart(void) // IN
{
if (mState != DNDSTATE_ENTERING) {
/* Reset DnD for any wrong state. */
Debug("%s: Bad state: %d\n", __FUNCTION__, mState);
ResetDnD();
return;
}
/* Setup staging directory. */
mStagingDir = SetupDestDir("");
if (mStagingDir.empty()) {
return;
}
dragStartChanged.emit(&mClipboard, mStagingDir);
}
/*
*----------------------------------------------------------------------
*
* DnD::HGDragStartDone --
*
* Tell host we are done with DnD initialization.
*
* Results:
* None.
*
* Side effects:
* None.
*
*----------------------------------------------------------------------
*/
void
DnD::HGDragStartDone(void)
{
if (mState != DNDSTATE_ENTERING) {
/* Reset DnD for any wrong state. */
Debug("%s: Bad state: %d\n", __FUNCTION__, mState);
ResetDnD();
return;
}
mRpc->HGDragStartDone();
mState = DNDSTATE_DRAGGING_INSIDE;
Debug("%s: state changed to DRAGGING\n", __FUNCTION__);
}
/*
*----------------------------------------------------------------------
*
* DnD::SetFeedback --
*
* Got feedback from local UI. Notify host to update. For HG DnD.
*
* Results:
* None.
*
* Side effects:
* None.
*
*----------------------------------------------------------------------
*/
void
DnD::SetFeedback(DND_DROPEFFECT effect) // IN
{
if (mState == DNDSTATE_INVALID) {
/* Wrong state. */
Debug("%s: Bad state: %d\n", __FUNCTION__, mState);
return;
}
ASSERT(mRpc);
Debug("%s: feedback is %d\n", __FUNCTION__, effect);
mRpc->HGUpdateFeedback(effect);
}
/*
*----------------------------------------------------------------------
*
* DnD::OnHGCancel --
*
* Host just cancelled the HG DnD.
*
* Results:
* None.
*
* Side effects:
* None.
*
*----------------------------------------------------------------------
*/
void
DnD::OnHGCancel(void)
{
/*
* UI layer should do all cleanup, and simulate a mouse drop inside the
* detection window to cancel the HG DnD. Because our detection window will
* ignore the drop, There will be no further action with the drop.
*/
sourceCancelChanged.emit();
/*
* Add a timer to hide the detection window after the drop. Without the
* timer, the drop may happen after the window is hidden, and some other
* applicationt may pick the drop up and cause unexpected action (like
* file copy/move).
*/
/* Hide detection window. */
if (NULL == mHideDetWndTimer) {
mHideDetWndTimer = EventManager_Add(mEventQueue, HIDE_DET_WND_TIMER,
DnDHideDetWndTimer, this);
}
mState = DNDSTATE_READY;
Debug("%s: state changed to READY\n", __FUNCTION__);
}
/*
*----------------------------------------------------------------------
*
* DnD::OnHGDrop --
*
* Host just drop the data but not copy file yet. Provide staging
* directory and add block.
*
* Results:
* None.
*
* Side effects:
* None.
*
*----------------------------------------------------------------------
*/
void
DnD::OnHGDrop(void)
{
char cpName[FILE_MAXPATH];
int32 cpNameSize;
if (mState != DNDSTATE_DRAGGING_INSIDE) {
/* Reset DnD for any wrong state. */
Debug("%s: Bad state: %d\n", __FUNCTION__, mState);
ResetDnD();
return;
}
sourceDropChanged.emit();
if (CPClipboard_ItemExists(&mClipboard, CPFORMAT_FILELIST)) {
/* Convert staging name to CP format. */
cpNameSize = CPNameUtil_ConvertToRoot(mStagingDir.c_str(),
sizeof cpName,
cpName);
if (cpNameSize < 0) {
Debug("%s: Error, could not convert to CPName.\n", __FUNCTION__);
return;
}
mRpc->HGDropDone(cpName, cpNameSize);
} else {
/* For non-file formats, the DnD is done. Hide detection window. */
UpdateDetWnd(false, 0, 0);
}
mState = DNDSTATE_READY;
Debug("%s: state changed to READY\n", __FUNCTION__);
}
/*
*----------------------------------------------------------------------
*
* DnD::OnHGFileCopyDone --
*
* Host just finished file copy for HG DnD. Remove the block from
* staging directory.
*
* Results:
* None.
*
* Side effects:
* None.
*
*----------------------------------------------------------------------
*/
void
DnD::OnHGFileCopyDone(bool success, // IN
std::vector<uint8> stagingDir) // IN
{
if (!success && !mStagingDir.empty()) {
/* Delete all files if host canceled the file transfer. */
DnD_DeleteStagingFiles(mStagingDir.c_str(), FALSE);
mStagingDir.clear();
}
fileCopyDoneChanged.emit(success, stagingDir);
}
/*
*----------------------------------------------------------------------
*
* DnD::OnUpdateMouse --
*
* Move mouse to position (x, y) with button down or up.
*
* Results:
* None.
*
* Side effects:
* None.
*
*----------------------------------------------------------------------
*/
void
DnD::OnUpdateMouse(int32 x, // IN
int32 y) // IN
{
updateMouseChanged.emit(x, y);
}
/*
*----------------------------------------------------------------------------
*
* DnD::SetupDestDir --
*
* Creates a directory for file transfer. If the destination
* dir is provided, we will attempt to copy files to the directory.
*
* Input directory will be in local format.
*
* Results:
* The destination directory on success, an empty string on failure.
*
* Side effects:
* None.
*
*----------------------------------------------------------------------------
*/
std::string
DnD::SetupDestDir(const std::string &destDir) // IN
{
static const std::string failDir = "";
if (!destDir.empty() && File_Exists(destDir.c_str())) {
mStagingDir = destDir;
const char *lastSep = Str_Strrchr(mStagingDir.c_str(), DIRSEPC);
if (lastSep && lastSep[1] != '\0') {
mStagingDir += DIRSEPS;
}
return mStagingDir;
} else {
char *newDir;
newDir = DnD_CreateStagingDirectory();
if (newDir != NULL) {
mStagingDir = newDir;
char *lastSep = Str_Strrchr(newDir, DIRSEPC);
if (lastSep && lastSep[1] != '\0') {
mStagingDir += DIRSEPS;
}
free(newDir);
Debug("%s: destdir: %s", __FUNCTION__, mStagingDir.c_str());
return mStagingDir;
} else {
Debug("%s: destdir not created", __FUNCTION__);
return failDir;
}
}
}
/*
*----------------------------------------------------------------------
*
* DnD::OnGHUpdateUnityDetWnd --
*
* This callback is trigged when users clicks into any Unity window
* or just release the mouse button. Either show the full-screen
* detection window right after the Unity window, or hide the
* detection window.
*
* Results:
* None.
*
* Side effects:
* None.
*
*----------------------------------------------------------------------
*/
void
DnD::OnGHUpdateUnityDetWnd(bool bShow, // IN
uint32 unityWndId) // IN
{
if (bShow && mState != DNDSTATE_READY) {
/*
* Reset DnD for any wrong state. Only do this when host asked to
* show the window.
*/
Debug("%s: Bad state: %d\n", __FUNCTION__, mState);
ResetDnD();
return;
}
if (bShow) {
/*
* When show full screen window, also show the small top-most
* window in (1, 1). After detected a GH DnD, the full screen
* window will be hidden to avoid blocking other windows. So use
* this window to accept drop in cancel case.
*/
UpdateDetWnd(bShow, 1, 1);
if (mUnityDnDDetTimeout) {
EventManager_Remove(mUnityDnDDetTimeout);
mUnityDnDDetTimeout = NULL;
}
mUnityDnDDetTimeout = EventManager_Add(mEventQueue, UNITY_DND_DET_TIMEOUT,
DnDUnityDetTimeout, this);
} else {
/*
* If there is active DnD, the regular detection window will be hidden
* after DnD is done.
*/
if (mState == DNDSTATE_READY) {
UpdateDetWnd(false, 0, 0);
}
}
/* Show/hide the full screent detection window. */
updateUnityDetWndChanged.emit(bShow, unityWndId, false);
Debug("%s: updating Unity detection window, bShow %d, id %u\n",
__FUNCTION__, bShow, unityWndId);
}
/*
*----------------------------------------------------------------------
*
* DnD::UnityDnDDetTimeout --
*
* Can not detect pending GH DnD within UNITY_DND_DET_TIMEOUT, put
* the full screen detection window to bottom most.
*
* Results:
* None.
*
* Side effects:
* None.
*
*----------------------------------------------------------------------
*/
void
DnD::UnityDnDDetTimeout(void)
{
mUnityDnDDetTimeout = NULL;
updateUnityDetWndChanged.emit(true, 0, true);
}
/*
*----------------------------------------------------------------------
*
* DnD::OnGHQueryPendingDrag --
*
* This callback is trigged when host got initial GH DnD signal.
* UI will check if there is any pending GH dragging.
*
* Results:
* None.
*
* Side effects:
* None.
*
*----------------------------------------------------------------------
*/
void
DnD::OnGHQueryPendingDrag(int32 x, // IN
int32 y) // IN
{
if (mState != DNDSTATE_READY) {
/* Reset DnD for any wrong state. */
Debug("%s: Bad state: %d\n", __FUNCTION__, mState);
ResetDnD();
return;
}
/* Show detection window to detect pending GH DnD. */
UpdateDetWnd(true, x, y);
mState = DNDSTATE_QUERY_EXITING;
Debug("%s: state changed to QUERY_EXITING\n", __FUNCTION__);
/*
* Add event to fire and hide our window if a DnD is not pending. Note that
* this is here in case the drag isn't picked up by our drag detection window
* for some reason.
*/
if (NULL == mUngrabTimeout) {
mUngrabTimeout = EventManager_Add(mEventQueue, UNGRAB_TIMEOUT,
DnDUngrabTimeout, this);
}
}
/*
*----------------------------------------------------------------------
*
* DnD::UngrabTimeout --
*
* Can not detect pending GH DnD within UNGRAB_TIMEOUT, cancel it.
*
* Results:
* None.
*
* Side effects:
* None.
*
*----------------------------------------------------------------------
*/
void
DnD::UngrabTimeout(void)
{
mUngrabTimeout = NULL;
if (mState != DNDSTATE_QUERY_EXITING) {
/* Reset DnD for any wrong state. */
Debug("%s: Bad state: %d\n", __FUNCTION__, mState);
ResetDnD();
return;
}
ASSERT(mRpc);
mRpc->GHUngrabTimeout();
/* Hide detection window. */
UpdateDetWnd(false, 0, 0);
mState = DNDSTATE_READY;
}
/*
*----------------------------------------------------------------------
*
* DnD::DragEnter --
*
* This is reponse to OnGHQueryPendingDrag if there is a pending
* GH dragging.
*
* If guest can not detect any pending GH dragging, UngrabTimeout
* will notify host to cancel GH DnD.
*
* Results:
* None.
*
* Side effects:
* None.
*
*----------------------------------------------------------------------
*/
void
DnD::DragEnter(const CPClipboard *clip)
{
if (DNDSTATE_DRAGGING_OUTSIDE == mState ||
DNDSTATE_DRAGGING_INSIDE == mState) {
/*
* In GH DnD case, if DnD already happened, user may drag back into guest
* VM and drag into the detection window again, and trigger the
* DragEnter. In this case, ignore the DragEnter.
*
* In HG DnD case, if DnD already happened, user may also drag into the
* detection window again. The DragEnter should also be ignored.
*/
return;
}
/*
* In Unity mode, there is no QueryPendingDrag signal, so may get called
* with state READY.
*/
if (mState != DNDSTATE_QUERY_EXITING && mState != DNDSTATE_READY) {
/* Reset DnD for any wrong state. */
Debug("%s: Bad state: %d\n", __FUNCTION__, mState);
ResetDnD();
return;
}
/* Remove untriggered ungrab timer. */
if (mUngrabTimeout) {
EventManager_Remove(mUngrabTimeout);
mUngrabTimeout = NULL;
}
ASSERT(mRpc);
mRpc->GHDragEnter(clip);
mState = DNDSTATE_DRAGGING_OUTSIDE;
Debug("%s: state changed to DRAGGING_OUTSIDE\n", __FUNCTION__);
}
/*
*----------------------------------------------------------------------
*
* DnD::OnMoveDetWndToMousePos --
*
* Move detection windows to current cursor position to prevent
* unexpected drop.
*
* Results:
* None.
*
* Side effects:
* None.
*
*----------------------------------------------------------------------
*/
void
DnD::OnMoveDetWndToMousePos(void)
{
Debug("%s: entering\n", __FUNCTION__);
moveDetWndToMousePos.emit();
}
/*
*----------------------------------------------------------------------
*
* DnD::OnGHPrivateDrop --
*
* User started a GH DnD, dragged back to VM and dropped. In guest
* side we should simulate the drop, hide detection window and reset
* the state machine.
*
* Results:
* None.
*
* Side effects:
* None.
*
*----------------------------------------------------------------------
*/
void
DnD::OnGHPrivateDrop(int32 x, // IN
int32 y) // IN
{
targetPrivateDropChanged.emit(x, y);
updateDetWndChanged.emit(false, 0, 0);
mState = DNDSTATE_READY;
Debug("%s: state changed to READY\n", __FUNCTION__);
}
/*
*----------------------------------------------------------------------
*
* DnD::OnGHCancel --
*
* Host cancelled current GH DnD.
*
* Results:
* None.
*
* Side effects:
* None.
*
*----------------------------------------------------------------------
*/
void
DnD::OnGHCancel(void)
{
/*
* UI layer should do all cleanup, and simulate a mouse drop inside the
* detection window to cancel the GH DnD. Because our detection window will
* ignore the drop, There will be no further action with the drop.
*/
ghCancel.emit();
/*
* Add a timer to hide the detection window after the drop. Without the
* timer, the drop may happen after the window is hidden, and some other
* applicationt may pick the drop up and cause unexpected action (like
* file copy/move).
*/
if (NULL == mHideDetWndTimer) {
mHideDetWndTimer = EventManager_Add(mEventQueue, HIDE_DET_WND_TIMER,
DnDHideDetWndTimer, this);
}
/* Remove the timer. */
if (mUngrabTimeout) {
EventManager_Remove(mUngrabTimeout);
mUngrabTimeout = NULL;
}
mState = DNDSTATE_READY;
Debug("%s: state changed to READY\n", __FUNCTION__);
}
/*
*----------------------------------------------------------------------
*
* DnD::UpdateDetWnd --
*
* Update the detection window.
*
* Results:
* None.
*
* Side effects:
* None.
*
*----------------------------------------------------------------------
*/
void
DnD::UpdateDetWnd(bool show, // IN
int32 x, // IN
int32 y) // IN
{
if (mHideDetWndTimer) {
EventManager_Remove(mHideDetWndTimer);
mHideDetWndTimer = NULL;
}
updateDetWndChanged.emit(show, x, y);
}
/*
*----------------------------------------------------------------------
*
* DnD::ResetDnD --
*
* Cancel both HG and GH DnD.
*
* Results:
* None.
*
* Side effects:
* None.
*
*----------------------------------------------------------------------
*/
void
DnD::ResetDnD(void)
{
OnHGCancel();
OnGHCancel();
reset.emit();
}
|