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forgot DragDropAction.vala file
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src/DragDropAction.vala
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220
src/DragDropAction.vala
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//
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// Copyright (C) 2013 Tom Beckmann
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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//
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public enum DragDropActionType
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{
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SOURCE = 0,
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DESTINATION
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}
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public class DragDropAction : Clutter.Action
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{
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public DragDropActionType drag_type { get; private set; }
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public string drag_id { get; set; }
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public Clutter.Actor handle { get; private set; }
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Clutter.Actor? hovered = null;
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bool clicked = false;
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bool dragging = false;
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/**
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* A drag has been started. You have to connect to this signal
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* @return A ClutterActor that serves as handle
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**/
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public signal Clutter.Actor started ();
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/**
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* A drag has been canceled. You may want to consider cleaning up
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* your handle.
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**/
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public signal void canceled ();
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/**
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* A drag action has successfully been finished.
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* @param actor The actor on which the drag finished
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**/
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public signal void finished (Clutter.Actor actor);
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/**
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* The destination has been crossed
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* @param hovered indicates whether the actor is now hovered or not
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**/
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public signal void crossed (bool hovered);
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/**
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* Create a new DragDropAction
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* @param type The type of this actor
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* @param id An ID that marks which sources can be dragged on
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* which destinations. It has to be the same for all actors that
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* should be compatible with each other.
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**/
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public DragDropAction (DragDropActionType type, string id)
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{
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drag_type = type;
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drag_id = id;
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}
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~DragDropAction ()
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{
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if (actor != null)
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release_actor (actor);
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}
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public override void set_actor (Clutter.Actor? new_actor)
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{
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if (actor != null) {
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release_actor (actor);
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}
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if (new_actor != null) {
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connect_actor (new_actor);
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}
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base.set_actor (new_actor);
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}
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void release_actor (Clutter.Actor actor)
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{
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if (drag_type == DragDropActionType.SOURCE) {
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actor.button_press_event.disconnect (source_clicked);
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actor.motion_event.disconnect (source_motion);
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}
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}
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void connect_actor (Clutter.Actor actor)
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{
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if (drag_type == DragDropActionType.SOURCE) {
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actor.button_press_event.connect (source_clicked);
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actor.motion_event.connect (source_motion);
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}
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}
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bool source_clicked (Clutter.ButtonEvent event)
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{
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if (event.button != 1)
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return false;
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clicked = true;
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return true;
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}
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bool source_motion (Clutter.MotionEvent event)
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{
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if (!clicked)
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return false;
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handle = started ();
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if (handle == null) {
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critical ("No handle has been returned by the started signal, aborting drag.");
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return false;
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}
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dragging = true;
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clicked = false;
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actor.get_stage ().captured_event.connect (follow_move);
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return true;
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}
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bool follow_move (Clutter.Event event)
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{
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switch (event.get_type ()) {
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case Clutter.EventType.KEY_PRESS:
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if (event.get_key_code () == Clutter.Key.Escape) {
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cancel ();
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}
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return true;
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case Clutter.EventType.MOTION:
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float x, y;
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event.get_coords (out x, out y);
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handle.x = x;
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handle.y = y;
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var actor = actor.get_stage ().get_actor_at_pos (Clutter.PickMode.REACTIVE, (int)x, (int)y);
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DragDropAction action = null;
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if (actor == null || (action = get_drag_drop_action (actor)) == null) {
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if (hovered != null) {
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get_drag_drop_action (hovered).crossed (false);
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hovered = null;
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}
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return true;
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}
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if (hovered != null) {
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get_drag_drop_action (hovered).crossed (false);
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}
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hovered = actor;
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action.crossed (true);
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return true;
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case Clutter.EventType.BUTTON_RELEASE:
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if (hovered != null) {
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finish ();
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} else {
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cancel ();
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}
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return true;
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case Clutter.EventType.ENTER:
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case Clutter.EventType.LEAVE:
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return true;
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}
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return false;
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}
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// returns a DragDropAction instance if this actor has one or null.
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// It also checks if checks if it is a DESTINATION and if the id matches
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DragDropAction? get_drag_drop_action (Clutter.Actor actor)
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{
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DragDropAction drop_action = null;
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foreach (var action in actor.get_actions ()) {
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if (action is DragDropAction) {
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drop_action = action as DragDropAction;
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if (drop_action.drag_type != DragDropActionType.DESTINATION || drop_action.drag_id != drag_id) {
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drop_action = null;
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continue;
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}
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return drop_action;
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}
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}
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return null;
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}
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/**
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* Abort the drag
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**/
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public void cancel ()
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{
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if (dragging) {
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actor.get_stage ().captured_event.disconnect (follow_move);
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}
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canceled ();
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dragging = false;
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}
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void finish ()
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{
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// make sure they reset the style or whatever they changed when hovered
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get_drag_drop_action (hovered).crossed (false);
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actor.get_stage ().captured_event.disconnect (follow_move);
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finished (hovered);
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}
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}
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