
This patch enables basic drag&drop between applications. You initiate a drag by creating a GDragOperation object and calling exec() on it. This creates a nested event loop in the calling program that only returns once the drag operation has ended. On the receiving side, you get a call to GWidget::drop_event() with a GDropEvent containing information about the dropped data. The only data passed right now is a piece of text that's also used to visually indicate that a drag is happening (by showing the text in a little box that follows the mouse cursor around.) There are things to fix here, but we're off to a nice start. :^)
53 lines
1.3 KiB
C++
53 lines
1.3 KiB
C++
#include <LibGUI/GDragOperation.h>
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#include <LibGUI/GWindowServerConnection.h>
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static GDragOperation* s_current_drag_operation;
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GDragOperation::GDragOperation(CObject* parent)
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: CObject(parent)
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{
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}
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GDragOperation::~GDragOperation()
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{
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}
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GDragOperation::Outcome GDragOperation::exec()
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{
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ASSERT(!s_current_drag_operation);
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ASSERT(!m_event_loop);
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auto response = GWindowServerConnection::the().send_sync<WindowServer::StartDrag>(m_text, -1, Size());
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if (!response->started()) {
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m_outcome = Outcome::Cancelled;
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return m_outcome;
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}
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s_current_drag_operation = this;
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m_event_loop = make<CEventLoop>();
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auto result = m_event_loop->exec();
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m_event_loop = nullptr;
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dbgprintf("%s: event loop returned with result %d\n", class_name(), result);
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remove_from_parent();
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s_current_drag_operation = nullptr;
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return m_outcome;
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}
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void GDragOperation::done(Outcome outcome)
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{
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ASSERT(m_outcome == Outcome::None);
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m_outcome = outcome;
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m_event_loop->quit(0);
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}
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void GDragOperation::notify_accepted(Badge<GWindowServerConnection>)
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{
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ASSERT(s_current_drag_operation);
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s_current_drag_operation->done(Outcome::Accepted);
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}
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void GDragOperation::notify_cancelled(Badge<GWindowServerConnection>)
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{
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ASSERT(s_current_drag_operation);
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s_current_drag_operation->done(Outcome::Cancelled);
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}
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