зеркало из https://github.com/mozilla/gecko-dev.git
Bug 1309596, use updateDragImage for tab dragging on Windows and Mac so that a proper drag feedback image is used rather than the panel, r=felipe
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d88256a9f9
Коммит
41733a3364
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@ -6465,44 +6465,58 @@
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// to get a full-resolution drag image for use on HiDPI displays.
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let windowUtils = window.getInterface(Ci.nsIDOMWindowUtils);
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let scale = windowUtils.screenPixelsPerCSSPixel / windowUtils.fullZoom;
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let canvas = this._dndCanvas ? this._dndCanvas
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: document.createElementNS("http://www.w3.org/1999/xhtml", "canvas");
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canvas.mozOpaque = true;
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let canvas = this._dndCanvas;
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if (!canvas) {
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this._dndCanvas = canvas =
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document.createElementNS("http://www.w3.org/1999/xhtml", "canvas");
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canvas.style.width = "100%";
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canvas.style.height = "100%";
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canvas.mozOpaque = true;
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}
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canvas.width = 160 * scale;
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canvas.height = 90 * scale;
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let toDrag;
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let toDrag = canvas;
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let dragImageOffset = -16;
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if (gMultiProcessBrowser) {
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var context = canvas.getContext('2d');
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context.fillStyle = "white";
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context.fillRect(0, 0, canvas.width, canvas.height);
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// Create a panel to use it in setDragImage
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// which will tell xul to render a panel that follows
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// the pointer while a dnd session is on.
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if (!this._dndPanel) {
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this._dndCanvas = canvas;
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this._dndPanel = document.createElement("panel");
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this._dndPanel.className = "dragfeedback-tab";
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this._dndPanel.setAttribute("type", "drag");
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let wrapper = document.createElementNS("http://www.w3.org/1999/xhtml", "div");
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wrapper.style.width = "160px";
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wrapper.style.height = "90px";
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wrapper.appendChild(canvas);
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canvas.style.width = "100%";
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canvas.style.height = "100%";
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this._dndPanel.appendChild(wrapper);
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document.documentElement.appendChild(this._dndPanel);
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let captureListener;
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let platform = this.tabbrowser.AppConstants.platform;
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// On Windows and Mac we can update the drag image during a drag
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// using updateDragImage. On Linux, we can use a panel.
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if (platform == "win" || platform == "macosx") {
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captureListener = function() {
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dt.updateDragImage(canvas, dragImageOffset, dragImageOffset);
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}
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}
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else {
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// Create a panel to use it in setDragImage
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// which will tell xul to render a panel that follows
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// the pointer while a dnd session is on.
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if (!this._dndPanel) {
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this._dndCanvas = canvas;
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this._dndPanel = document.createElement("panel");
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this._dndPanel.className = "dragfeedback-tab";
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this._dndPanel.setAttribute("type", "drag");
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let wrapper = document.createElementNS("http://www.w3.org/1999/xhtml", "div");
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wrapper.style.width = "160px";
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wrapper.style.height = "90px";
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wrapper.appendChild(canvas);
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this._dndPanel.appendChild(wrapper);
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document.documentElement.appendChild(this._dndPanel);
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}
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toDrag = this._dndPanel;
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}
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// PageThumb is async with e10s but that's fine
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// since we can update the panel during the dnd.
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PageThumbs.captureToCanvas(browser, canvas);
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toDrag = this._dndPanel;
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// since we can update the image during the dnd.
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PageThumbs.captureToCanvas(browser, canvas, captureListener);
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} else {
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// For the non e10s case we can just use PageThumbs
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// sync. No need for xul magic, the native dnd will
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// be fine, so let's use the canvas for setDragImage.
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// sync, so let's use the canvas for setDragImage.
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PageThumbs.captureToCanvas(browser, canvas);
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toDrag = canvas;
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dragImageOffset = dragImageOffset * scale;
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}
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dt.setDragImage(toDrag, dragImageOffset, dragImageOffset);
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