var _Draggable = class _Draggable {
constructor(actor, params) {
- params = Params.parse(params, { manualMode: false,
- restoreOnSuccess: false,
- dragActorMaxSize: undefined,
- dragActorOpacity: undefined });
+ params = Params.parse(params, {
+ manualMode: false,
+ timeoutThreshold: 0,
+ restoreOnSuccess: false,
+ dragActorMaxSize: undefined,
+ dragActorOpacity: undefined,
+ });
this.actor = actor;
this._dragState = DragState.INIT;
this._restoreOnSuccess = params.restoreOnSuccess;
this._dragActorMaxSize = params.dragActorMaxSize;
this._dragActorOpacity = params.dragActorOpacity;
+ this._dragTimeoutThreshold = params.timeoutThreshold;
this._buttonDown = false; // The mouse button has been pressed and has not yet been released.
this._animationInProgress = false; // The drag is over and the item is in the process of animating to its original position (snapping back or reverting).
let [stageX, stageY] = event.get_coords();
this._dragStartX = stageX;
this._dragStartY = stageY;
+ this._dragStartTime = event.get_time();
+ this._dragThresholdIgnored = false;
return Clutter.EVENT_PROPAGATE;
}
this._buttonDown = true;
this._grabActor(event.get_device(), event.get_event_sequence());
+ this._dragStartTime = event.get_time();
+ this._dragThresholdIgnored = false;
let [stageX, stageY] = event.get_coords();
this._dragStartX = stageX;
_maybeStartDrag(event) {
let [stageX, stageY] = event.get_coords();
+ if (this._dragThresholdIgnored)
+ return Clutter.EVENT_PROPAGATE;
+
// See if the user has moved the mouse enough to trigger a drag
let scaleFactor = St.ThemeContext.get_for_stage(global.stage).scale_factor;
let threshold = St.Settings.get().drag_threshold * scaleFactor;
if (!currentDraggable &&
(Math.abs(stageX - this._dragStartX) > threshold ||
Math.abs(stageY - this._dragStartY) > threshold)) {
- this.startDrag(stageX, stageY, event.get_time(), this._touchSequence, event.get_device());
- this._updateDragPosition(event);
+ if ((event.get_time() - this._dragStartTime) > this._dragTimeoutThreshold) {
+ this.startDrag(stageX, stageY, event.get_time(), this._touchSequence, event.get_device());
+ this._updateDragPosition(event);
+ } else {
+ this._dragThresholdIgnored = true;
+ this._ungrabActor();
+ return Clutter.EVENT_PROPAGATE;
+ }
}
return true;