[gnome-shell/wip/carlosg/tablet-dnd-on-chrome: 5/7] dnd: Get dragging device from the triggering events



commit c2961f2152fd20afc0ce453e87772f5bee545ed3
Author: Carlos Garnacho <carlosg gnome org>
Date:   Fri Sep 7 15:13:18 2018 +0200

    dnd: Get dragging device from the triggering events
    
    Instead of fetching the CLUTTER_POINTER_DEVICE device. It will
    be wrong if drags get initiated from tablet pointers. This allows
    for DnD operations to be started, moved, and more importantly
    finished through tablet devices.
    
    Closes: https://gitlab.gnome.org/GNOME/gnome-shell/issues/540

 js/ui/dnd.js | 64 ++++++++++++++++++++++++++++++++++++++++--------------------
 1 file changed, 43 insertions(+), 21 deletions(-)
---
diff --git a/js/ui/dnd.js b/js/ui/dnd.js
index 4aca7c341..0562c7cbd 100644
--- a/js/ui/dnd.js
+++ b/js/ui/dnd.js
@@ -119,7 +119,7 @@ var _Draggable = class _Draggable {
             return Clutter.EVENT_PROPAGATE;
 
         this._buttonDown = true;
-        this._grabActor();
+        this._grabActor(event.get_device());
 
         let [stageX, stageY] = event.get_coords();
         this._dragStartX = stageX;
@@ -136,10 +136,8 @@ var _Draggable = class _Draggable {
         if (Tweener.getTweenCount(actor))
             return Clutter.EVENT_PROPAGATE;
 
-        this._touchSequence = event.get_event_sequence();
-
         this._buttonDown = true;
-        this._grabActor();
+        this._grabActor(event.get_device(), event.get_event_sequence());
 
         let [stageX, stageY] = event.get_coords();
         this._dragStartX = stageX;
@@ -148,16 +146,14 @@ var _Draggable = class _Draggable {
         return Clutter.EVENT_PROPAGATE;
     }
 
-    _grabDevice(actor) {
-        let manager = Clutter.DeviceManager.get_default();
-        let pointer = manager.get_core_device(Clutter.InputDeviceType.POINTER_DEVICE);
-
-        if (pointer && this._touchSequence)
-            pointer.sequence_grab(this._touchSequence, actor);
+    _grabDevice(actor, pointer, touchSequence) {
+        if (touchSequence)
+            pointer.sequence_grab(touchSequence, actor);
         else if (pointer)
             pointer.grab (actor);
 
         this._grabbedDevice = pointer;
+        this._touchSequence = touchSequence;
     }
 
     _ungrabDevice() {
@@ -170,8 +166,8 @@ var _Draggable = class _Draggable {
         this._grabbedDevice = null;
     }
 
-    _grabActor() {
-        this._grabDevice(this.actor);
+    _grabActor(device, touchSequence) {
+        this._grabDevice(this.actor, device, touchSequence);
         this._onEventId = this.actor.connect('event',
                                              this._onEvent.bind(this));
     }
@@ -185,11 +181,11 @@ var _Draggable = class _Draggable {
         this._onEventId = null;
     }
 
-    _grabEvents() {
+    _grabEvents(device, touchSequence) {
         if (!this._eventsGrabbed) {
             this._eventsGrabbed = Main.pushModal(_getEventHandlerActor());
             if (this._eventsGrabbed)
-                this._grabDevice(_getEventHandlerActor());
+                this._grabDevice(_getEventHandlerActor(), device, touchSequence);
         }
     }
 
@@ -201,14 +197,29 @@ var _Draggable = class _Draggable {
         }
     }
 
+    _eventIsRelease(event) {
+        if (event.type() == Clutter.EventType.BUTTON_RELEASE) {
+            let buttonMask = (Clutter.ModifierType.BUTTON1_MASK |
+                              Clutter.ModifierType.BUTTON2_MASK |
+                              Clutter.ModifierType.BUTTON3_MASK);
+            /* We only obey the last button release from the device,
+             * other buttons may get pressed/released during the DnD op.
+             */
+            return (event.get_state() & buttonMask) == 0;
+        } else if (event.type() == Clutter.EventType.TOUCH_END) {
+            /* For touch, we only obey the pointer emulating sequence */
+            return global.display.is_pointer_emulating_sequence(event.get_event_sequence());
+        }
+
+        return false;
+    },
+
     _onEvent(actor, event) {
         // We intercept BUTTON_RELEASE event to know that the button was released in case we
         // didn't start the drag, to drop the draggable in case the drag was in progress, and
         // to complete the drag and ensure that whatever happens to be under the pointer does
         // not get triggered if the drag was cancelled with Esc.
-        if (event.type() == Clutter.EventType.BUTTON_RELEASE ||
-            (event.type() == Clutter.EventType.TOUCH_END &&
-             global.display.is_pointer_emulating_sequence(event.get_event_sequence()))) {
+        if (this._eventIsRelease(event)) {
             this._buttonDown = false;
             if (this._dragState == DragState.DRAGGING) {
                 return this._dragActorDropped(event);
@@ -268,7 +279,19 @@ var _Draggable = class _Draggable {
      * This function is useful to call if you've specified manualMode
      * for the draggable.
      */
-    startDrag(stageX, stageY, time, sequence) {
+    startDrag(stageX, stageY, time, sequence, device) {
+        if (device == undefined) {
+            let event = Clutter.get_current_event();
+
+            if (event)
+                device = event.get_device();
+
+            if (device == undefined) {
+                let manager = Clutter.DeviceManager.get_default();
+                device = manager.get_core_device(Clutter.InputDeviceType.POINTER_DEVICE);
+            }
+        }
+
         currentDraggable = this;
         this._dragState = DragState.DRAGGING;
 
@@ -283,8 +306,7 @@ var _Draggable = class _Draggable {
         if (this._onEventId)
             this._ungrabActor();
 
-        this._touchSequence = sequence;
-        this._grabEvents();
+        this._grabEvents(device, sequence);
         global.display.set_cursor(Meta.Cursor.DND_IN_DRAG);
 
         this._dragX = this._dragStartX = stageX;
@@ -401,7 +423,7 @@ var _Draggable = class _Draggable {
         let threshold = Gtk.Settings.get_default().gtk_dnd_drag_threshold;
         if ((Math.abs(stageX - this._dragStartX) > threshold ||
              Math.abs(stageY - this._dragStartY) > threshold)) {
-            this.startDrag(stageX, stageY, event.get_time(), this._touchSequence);
+            this.startDrag(stageX, stageY, event.get_time(), this._touchSequence, event.get_device());
             this._updateDragPosition(event);
         }
 


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