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// -*- Mode: C++; indent-tabs-mode: nil; tab-width: 2 -*-
/*
* Copyright (C) 2011 Canonical Ltd
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License version 3 as
* published by the Free Software Foundation.
*
* 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/>.
*
* Authored by: Andrea Azzarone <azzaronea@gmail.com>
*/
#include "DNDCollectionWindow.h"
#include "unity-shared/WindowManager.h"
namespace unity {
NUX_IMPLEMENT_OBJECT_TYPE(DNDCollectionWindow);
DNDCollectionWindow::DNDCollectionWindow()
: nux::BaseWindow("")
, display(NULL)
{
// Make it invisible...
SetBackgroundColor(nux::Color(0x00000000));
SetOpacity(0.0f);
// ... and as big as the whole screen.
SetGeometry(WindowManager::Default()->GetScreenGeometry());
ShowWindow(true);
PushToBack();
// Hack to create the X Window as soon as possible.
EnableInputWindow(true, "DNDCollectionWindow");
EnableInputWindow(false, "DNDCollectionWindow");
SetDndEnabled(false, true);
WindowManager::Default()->window_moved.connect(sigc::mem_fun(this, &DNDCollectionWindow::OnWindowMoved));
}
DNDCollectionWindow::~DNDCollectionWindow()
{
for (auto it : mimes_)
g_free(it);
}
/**
* EnableInputWindow doesn't show the window immediately.
* Since nux::EnableInputWindow uses XMoveResizeWindow the best way to know if
* the X Window is really on/off screen is receiving WindowManager::window_moved
* signal. Please don't hate me!
**/
void DNDCollectionWindow::OnWindowMoved(guint32 xid)
{
if (xid == GetInputWindowId() && display() != NULL)
{
// Create a fake mouse move because sometimes an extra one is required.
XWarpPointer(display(), None, None, 0, 0, 0, 0, 0, 0);
XFlush(display());
}
}
void DNDCollectionWindow::Collect()
{
// Using PushToFront we're sure that the window is shown over the panel window,
// the launcher window and the dash window. Don't forget to call PushToBack as
// soon as possible.
PushToFront();
EnableInputWindow(true, "DndCollectionWindow");
}
void DNDCollectionWindow::ProcessDndMove(int x, int y, std::list<char*> mimes)
{
// Hide the window as soon as possible.
PushToBack();
EnableInputWindow(false, "DNDCollectionWindow");
// Free mimes_ before fill it again.
for (auto it : mimes_)
g_free(it);
mimes_.clear();
// Duplicate the list.
for (auto it : mimes)
mimes_.push_back(g_strdup(it));
// Emit the collected signal.
collected.emit(mimes_);
}
} // namespace unity
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