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https://github.com/elementary/gala.git
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392 lines
13 KiB
Vala
392 lines
13 KiB
Vala
//
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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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using Clutter;
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namespace Gala {
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[Flags]
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public enum DragDropActionType {
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SOURCE,
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DESTINATION
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}
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public class DragDropAction : Clutter.Action {
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static Gee.HashMap<string,Gee.LinkedList<Actor>>? sources = null;
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static Gee.HashMap<string,Gee.LinkedList<Actor>>? destinations = null;
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/**
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* A drag has been started. You have to connect to this signal and
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* return an actor that is transformed during the drag operation.
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*
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* @param x The global x coordinate where the action was activated
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* @param y The global y coordinate where the action was activated
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* @return A ClutterActor that serves as handle
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*/
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public signal Actor drag_begin (float x, float y);
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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 drag_canceled ();
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/**
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* A drag action has successfully been finished.
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*
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* @param actor The actor on which the drag finished
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*/
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public signal void drag_end (Actor actor);
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/**
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* The destination has been crossed
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*
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* @param target the target actor that is crossing the destination
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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 (Actor? target, bool hovered);
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/**
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* Emitted on the source when a destination is crossed.
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*
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* @param destination The destination actor that has been crossed
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* @param hovered Whether the actor is now hovered or has just been left
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*/
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public signal void destination_crossed (Actor destination, bool hovered);
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/**
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* The source has been clicked, but the movement was not larger than
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* the drag threshold. Useful if the source is also activable.
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*
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* @param button The button which was pressed
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*/
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public signal void actor_clicked (uint32 button);
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/**
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* The type of the action
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*/
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public DragDropActionType drag_type { get; construct; }
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/**
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* The unique id given to this drag-drop-group
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*/
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public string drag_id { get; construct; }
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public Actor handle { get; private set; }
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/**
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* Indicates whether a drag action is currently active
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*/
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public bool dragging { get; private set; default = false; }
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/**
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* Allow checking the parents of reactive children if they are valid destinations
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* if the child is none
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*/
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public bool allow_bubbling { get; set; default = true; }
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public Actor? hovered { private get; set; default = null; }
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bool clicked = false;
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float last_x;
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float last_y;
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/**
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* Create a new DragDropAction
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*
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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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Object (drag_type : type, drag_id : id);
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if (sources == null)
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sources = new Gee.HashMap<string,Gee.LinkedList<Actor>> ();
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if (destinations == null)
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destinations = new Gee.HashMap<string,Gee.LinkedList<Actor>> ();
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}
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~DragDropAction () {
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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 (Actor? new_actor) {
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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 (Actor actor) {
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if (DragDropActionType.SOURCE in drag_type) {
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actor.button_press_event.disconnect (source_clicked);
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var source_list = sources.@get (drag_id);
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source_list.remove (actor);
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}
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if (DragDropActionType.DESTINATION in drag_type) {
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var dest_list = destinations[drag_id];
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dest_list.remove (actor);
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}
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}
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void connect_actor (Actor actor) {
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if (DragDropActionType.SOURCE in drag_type) {
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actor.button_press_event.connect (source_clicked);
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var source_list = sources.@get (drag_id);
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if (source_list == null) {
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source_list = new Gee.LinkedList<Actor> ();
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sources.@set (drag_id, source_list);
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}
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source_list.add (actor);
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}
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if (DragDropActionType.DESTINATION in drag_type) {
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var dest_list = destinations[drag_id];
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if (dest_list == null) {
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dest_list = new Gee.LinkedList<Actor> ();
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destinations[drag_id] = dest_list;
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}
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dest_list.add (actor);
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}
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}
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void emit_crossed (Actor destination, bool is_hovered) {
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get_drag_drop_action (destination).crossed (actor, is_hovered);
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destination_crossed (destination, is_hovered);
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}
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bool source_clicked (ButtonEvent event) {
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if (event.button != 1) {
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actor_clicked (event.button);
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return false;
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}
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actor.get_stage ().captured_event.connect (follow_move);
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clicked = true;
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last_x = event.x;
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last_y = event.y;
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return true;
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}
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bool follow_move (Event event) {
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// still determining if we actually want to start a drag action
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if (!dragging) {
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switch (event.get_type ()) {
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case EventType.MOTION:
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float x, y;
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event.get_coords (out x, out y);
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var drag_threshold = Clutter.Settings.get_default ().dnd_drag_threshold;
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if (Math.fabsf (last_x - x) > drag_threshold || Math.fabsf (last_y - y) > drag_threshold) {
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handle = drag_begin (x, y);
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if (handle == null) {
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actor.get_stage ().captured_event.disconnect (follow_move);
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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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handle.reactive = false;
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clicked = false;
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dragging = true;
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var source_list = sources.@get (drag_id);
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if (source_list != null) {
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var dest_list = destinations[drag_id];
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foreach (var actor in source_list) {
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// Do not unset reactivity on destinations
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if (dest_list == null || actor in dest_list) {
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continue;
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}
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actor.reactive = false;
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}
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}
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}
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return true;
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case EventType.BUTTON_RELEASE:
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float x, y, ex, ey;
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event.get_coords (out ex, out ey);
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actor.get_transformed_position (out x, out y);
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// release has happened within bounds of actor
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if (x < ex && x + actor.width > ex && y < ey && y + actor.height > ey) {
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actor_clicked (event.get_button ());
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}
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actor.get_stage ().captured_event.disconnect (follow_move);
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clicked = false;
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dragging = false;
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return true;
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default:
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return true;
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}
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}
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switch (event.get_type ()) {
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case EventType.KEY_PRESS:
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if (event.get_key_code () == Key.Escape) {
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cancel ();
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}
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return true;
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case 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 -= last_x - x;
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handle.y -= last_y - y;
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last_x = x;
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last_y = y;
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var stage = actor.get_stage ();
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var actor = stage.get_actor_at_pos (PickMode.REACTIVE, (int) x, (int) y);
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DragDropAction action = null;
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// if we're allowed to bubble and this actor is not a destination, check its parents
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if (actor != null && (action = get_drag_drop_action (actor)) == null && allow_bubbling) {
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while ((actor = actor.get_parent ()) != stage) {
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if ((action = get_drag_drop_action (actor)) != null)
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break;
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}
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}
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// didn't change, no need to do anything
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if (actor == hovered)
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return true;
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if (action == null) {
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// apparently we left ours if we had one before
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if (hovered != null) {
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emit_crossed (hovered, 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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// signal the previous one that we left it
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if (hovered != null) {
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emit_crossed (hovered, false);
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}
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// tell the new one that it is hovered
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hovered = actor;
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emit_crossed (hovered, true);
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return true;
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case 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 EventType.ENTER:
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case 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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/**
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* Looks for a DragDropAction instance if this actor has one or NULL.
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* It also checks if it is a DESTINATION and if the id matches
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*
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* @return the DragDropAction instance on this actor or NULL
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*/
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DragDropAction? get_drag_drop_action (Actor actor) {
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DragDropAction? drop_action = null;
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foreach (var action in actor.get_actions ()) {
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drop_action = action as DragDropAction;
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if (drop_action == null
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|| !(DragDropActionType.DESTINATION in drop_action.drag_type)
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|| drop_action.drag_id != drag_id)
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continue;
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return drop_action;
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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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cleanup ();
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drag_canceled ();
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}
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/**
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* Allows you to abort all drags currently running for a given drag-id
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*/
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public static void cancel_all_by_id (string id) {
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var actors = sources.@get (id);
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if (actors == null)
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return;
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foreach (var actor in actors) {
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foreach (var action in actor.get_actions ()) {
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var drag_action = action as DragDropAction;
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if (drag_action != null && drag_action.dragging) {
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drag_action.cancel ();
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break;
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}
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}
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}
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}
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void finish () {
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// make sure they reset the style or whatever they changed when hovered
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emit_crossed (hovered, false);
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cleanup ();
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drag_end (hovered);
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}
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void cleanup () {
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var source_list = sources.@get (drag_id);
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if (source_list != null) {
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foreach (var actor in source_list) {
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actor.reactive = true;
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}
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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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dragging = false;
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}
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}
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}
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