gala/lib/DragDropAction.vala

593 lines
20 KiB
Vala

//
// Copyright (C) 2013 Tom Beckmann
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any 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
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
//
using Clutter;
namespace Gala {
[Flags]
public enum DragDropActionType {
SOURCE,
DESTINATION
}
public class DragDropAction : Clutter.Action {
static Gee.HashMap<string,Gee.LinkedList<Actor>>? sources = null;
static Gee.HashMap<string,Gee.LinkedList<Actor>>? destinations = null;
/**
* A drag has been started. You have to connect to this signal and
* return an actor that is transformed during the drag operation.
*
* @param x The global x coordinate where the action was activated
* @param y The global y coordinate where the action was activated
* @return A ClutterActor that serves as handle
*/
public signal Actor? drag_begin (float x, float y);
/**
* A drag has been canceled. You may want to consider cleaning up
* your handle.
*/
public signal void drag_canceled ();
/**
* A drag action has successfully been finished.
*
* @param actor The actor on which the drag finished
*/
public signal void drag_end (Actor actor);
/**
* The destination has been crossed
*
* @param target the target actor that is crossing the destination
* @param hovered indicates whether the actor is now hovered or not
*/
public signal void crossed (Actor? target, bool hovered);
/**
* Emitted on the source when a destination is crossed.
*
* @param destination The destination actor that has been crossed
* @param hovered Whether the actor is now hovered or has just been left
*/
public signal void destination_crossed (Actor destination, bool hovered);
/**
* The source has been clicked, but the movement was not larger than
* the drag threshold. Useful if the source is also activable.
*
* @param button The button which was pressed
*/
public signal void actor_clicked (uint32 button);
/**
* The type of the action
*/
public DragDropActionType drag_type { get; construct; }
/**
* The unique id given to this drag-drop-group
*/
public string drag_id { get; construct; }
public Actor handle { get; private set; }
/**
* Indicates whether a drag action is currently active
*/
public bool dragging { get; private set; default = false; }
/**
* Allow checking the parents of reactive children if they are valid destinations
* if the child is none
*/
public bool allow_bubbling { get; set; default = true; }
public Actor? hovered { private get; set; default = null; }
bool clicked = false;
float last_x;
float last_y;
#if HAS_MUTTER42
Grab? grab = null;
static unowned Actor? grabbed_actor = null;
InputDevice? grabbed_device = null;
ulong on_event_id = 0;
#endif
/**
* Create a new DragDropAction
*
* @param type The type of this actor
* @param id An ID that marks which sources can be dragged on
* which destinations. It has to be the same for all actors that
* should be compatible with each other.
*/
public DragDropAction (DragDropActionType type, string id) {
Object (drag_type : type, drag_id : id);
if (sources == null)
sources = new Gee.HashMap<string,Gee.LinkedList<Actor>> ();
if (destinations == null)
destinations = new Gee.HashMap<string,Gee.LinkedList<Actor>> ();
}
~DragDropAction () {
if (actor != null)
release_actor (actor);
}
public override void set_actor (Actor? new_actor) {
if (actor != null) {
release_actor (actor);
}
if (new_actor != null) {
connect_actor (new_actor);
}
base.set_actor (new_actor);
}
void release_actor (Actor actor) {
if (DragDropActionType.SOURCE in drag_type) {
#if !HAS_MUTTER42
actor.button_press_event.disconnect (source_clicked);
#endif
var source_list = sources.@get (drag_id);
source_list.remove (actor);
}
if (DragDropActionType.DESTINATION in drag_type) {
var dest_list = destinations[drag_id];
dest_list.remove (actor);
}
}
void connect_actor (Actor actor) {
if (DragDropActionType.SOURCE in drag_type) {
#if !HAS_MUTTER42
actor.button_press_event.connect (source_clicked);
#endif
var source_list = sources.@get (drag_id);
if (source_list == null) {
source_list = new Gee.LinkedList<Actor> ();
sources.@set (drag_id, source_list);
}
source_list.add (actor);
}
if (DragDropActionType.DESTINATION in drag_type) {
var dest_list = destinations[drag_id];
if (dest_list == null) {
dest_list = new Gee.LinkedList<Actor> ();
destinations[drag_id] = dest_list;
}
dest_list.add (actor);
}
}
void emit_crossed (Actor destination, bool is_hovered) {
get_drag_drop_action (destination).crossed (actor, is_hovered);
destination_crossed (destination, is_hovered);
}
#if HAS_MUTTER42
public override bool handle_event (Event event) {
switch (event.get_type ()) {
case EventType.BUTTON_PRESS:
if (event.get_button () != 1) {
actor_clicked (event.get_button ());
return false;
}
if (grabbed_actor != null) {
return false;
}
grab_actor (actor, event.get_device ());
clicked = true;
float x, y;
event.get_coords (out x, out y);
last_x = x;
last_y = y;
return true;
case EventType.BUTTON_RELEASE:
if (!dragging) {
float x, y, ex, ey;
event.get_coords (out ex, out ey);
actor.get_transformed_position (out x, out y);
// release has happened within bounds of actor
if (x < ex && x + actor.width > ex && y < ey && y + actor.height > ey) {
actor_clicked (event.get_button ());
}
ungrab_actor ();
clicked = false;
dragging = false;
return true;
} else if (dragging) {
if (hovered != null) {
finish ();
} else {
cancel ();
}
return true;
}
break;
default:
break;
}
return base.handle_event (event);
}
void grab_actor (Actor actor, InputDevice device) {
if (grabbed_actor != null) {
critical ("Tried to grab an actor with a grab already in progress");
}
grab = actor.get_stage ().grab (actor);
grabbed_actor = actor;
grabbed_device = device;
on_event_id = actor.event.connect (on_event);
}
void ungrab_actor () {
if (on_event_id == 0 || grabbed_actor == null) {
return;
}
if (grab != null) {
grab.dismiss ();
grab = null;
}
grabbed_device = null;
grabbed_actor.disconnect (on_event_id);
on_event_id = 0;
grabbed_actor = null;
}
bool on_event (Clutter.Event event) {
var device = event.get_device ();
if (grabbed_device != null &&
device != grabbed_device &&
device.get_device_type () != InputDeviceType.KEYBOARD_DEVICE) {
return false;
}
switch (event.get_type ()) {
case EventType.KEY_PRESS:
if (event.get_key_symbol () == Key.Escape) {
cancel ();
}
break;
case EventType.MOTION:
float x, y;
event.get_coords (out x, out y);
if (!dragging && clicked) {
var drag_threshold = Clutter.Settings.get_default ().dnd_drag_threshold;
if (Math.fabsf (last_x - x) > drag_threshold || Math.fabsf (last_y - y) > drag_threshold) {
handle = drag_begin (x, y);
if (handle == null) {
ungrab_actor ();
critical ("No handle has been returned by the started signal, aborting drag.");
return false;
}
clicked = false;
dragging = true;
ungrab_actor ();
grab_actor (handle, event.get_device ());
handle.reactive = false;
var source_list = sources.@get (drag_id);
if (source_list != null) {
var dest_list = destinations[drag_id];
foreach (var actor in source_list) {
// Do not unset reactivity on destinations
if (dest_list == null || actor in dest_list) {
continue;
}
actor.reactive = false;
}
}
}
return true;
} else if (dragging) {
handle.x -= last_x - x;
handle.y -= last_y - y;
last_x = x;
last_y = y;
var stage = actor.get_stage ();
var actor = stage.get_actor_at_pos (PickMode.REACTIVE, (int) x, (int) y);
DragDropAction action = null;
// if we're allowed to bubble and this actor is not a destination, check its parents
if (actor != null && (action = get_drag_drop_action (actor)) == null && allow_bubbling) {
while ((actor = actor.get_parent ()) != stage) {
if ((action = get_drag_drop_action (actor)) != null)
break;
}
}
// didn't change, no need to do anything
if (actor == hovered)
return true;
if (action == null) {
// apparently we left ours if we had one before
if (hovered != null) {
emit_crossed (hovered, false);
hovered = null;
}
return true;
}
// signal the previous one that we left it
if (hovered != null) {
emit_crossed (hovered, false);
}
// tell the new one that it is hovered
hovered = actor;
emit_crossed (hovered, true);
return true;
}
break;
}
return false;
}
#else
bool source_clicked (ButtonEvent event) {
if (event.button != 1) {
actor_clicked (event.button);
return false;
}
actor.get_stage ().captured_event.connect (follow_move);
clicked = true;
last_x = event.x;
last_y = event.y;
return true;
}
bool follow_move (Event event) {
// still determining if we actually want to start a drag action
if (!dragging) {
switch (event.get_type ()) {
case EventType.MOTION:
float x, y;
event.get_coords (out x, out y);
var drag_threshold = Clutter.Settings.get_default ().dnd_drag_threshold;
if (Math.fabsf (last_x - x) > drag_threshold || Math.fabsf (last_y - y) > drag_threshold) {
handle = drag_begin (x, y);
if (handle == null) {
actor.get_stage ().captured_event.disconnect (follow_move);
critical ("No handle has been returned by the started signal, aborting drag.");
return false;
}
handle.reactive = false;
clicked = false;
dragging = true;
var source_list = sources.@get (drag_id);
if (source_list != null) {
var dest_list = destinations[drag_id];
foreach (var actor in source_list) {
// Do not unset reactivity on destinations
if (dest_list == null || actor in dest_list) {
continue;
}
actor.reactive = false;
}
}
}
return true;
case EventType.BUTTON_RELEASE:
float x, y, ex, ey;
event.get_coords (out ex, out ey);
actor.get_transformed_position (out x, out y);
// release has happened within bounds of actor
if (x < ex && x + actor.width > ex && y < ey && y + actor.height > ey) {
actor_clicked (event.get_button ());
}
actor.get_stage ().captured_event.disconnect (follow_move);
clicked = false;
dragging = false;
return true;
default:
return true;
}
}
switch (event.get_type ()) {
case EventType.KEY_PRESS:
if (event.get_key_code () == Key.Escape) {
cancel ();
}
return true;
case EventType.MOTION:
float x, y;
event.get_coords (out x, out y);
handle.x -= last_x - x;
handle.y -= last_y - y;
last_x = x;
last_y = y;
var stage = actor.get_stage ();
var actor = stage.get_actor_at_pos (PickMode.REACTIVE, (int) x, (int) y);
DragDropAction action = null;
// if we're allowed to bubble and this actor is not a destination, check its parents
if (actor != null && (action = get_drag_drop_action (actor)) == null && allow_bubbling) {
while ((actor = actor.get_parent ()) != stage) {
if ((action = get_drag_drop_action (actor)) != null)
break;
}
}
// didn't change, no need to do anything
if (actor == hovered)
return true;
if (action == null) {
// apparently we left ours if we had one before
if (hovered != null) {
emit_crossed (hovered, false);
hovered = null;
}
return true;
}
// signal the previous one that we left it
if (hovered != null) {
emit_crossed (hovered, false);
}
// tell the new one that it is hovered
hovered = actor;
emit_crossed (hovered, true);
return true;
case EventType.BUTTON_RELEASE:
if (hovered != null) {
finish ();
} else {
cancel ();
}
return true;
case EventType.ENTER:
case EventType.LEAVE:
return true;
}
return false;
}
#endif
/**
* Looks for a DragDropAction instance if this actor has one or NULL.
* It also checks if it is a DESTINATION and if the id matches
*
* @return the DragDropAction instance on this actor or NULL
*/
DragDropAction? get_drag_drop_action (Actor actor) {
DragDropAction? drop_action = null;
foreach (var action in actor.get_actions ()) {
drop_action = action as DragDropAction;
if (drop_action == null
|| !(DragDropActionType.DESTINATION in drop_action.drag_type)
|| drop_action.drag_id != drag_id)
continue;
return drop_action;
}
return null;
}
/**
* Abort the drag
*/
public void cancel () {
cleanup ();
drag_canceled ();
}
/**
* Allows you to abort all drags currently running for a given drag-id
*/
public static void cancel_all_by_id (string id) {
var actors = sources.@get (id);
if (actors == null)
return;
foreach (var actor in actors) {
foreach (var action in actor.get_actions ()) {
var drag_action = action as DragDropAction;
if (drag_action != null && drag_action.dragging) {
drag_action.cancel ();
break;
}
}
}
}
void finish () {
// make sure they reset the style or whatever they changed when hovered
emit_crossed (hovered, false);
cleanup ();
drag_end (hovered);
}
void cleanup () {
var source_list = sources.@get (drag_id);
if (source_list != null) {
foreach (var actor in source_list) {
actor.reactive = true;
}
}
if (dragging) {
#if HAS_MUTTER42
ungrab_actor ();
#else
actor.get_stage ().captured_event.disconnect (follow_move);
#endif
}
dragging = false;
}
}
}