bug 443473. Fix drag delay to take in to account how far you've moved the mouse and fix panning to not let you pan outside of the browser area. r=gavin

This commit is contained in:
Stuart Parmenter 2008-07-04 00:33:05 -07:00
Родитель a2018f6a17
Коммит 1cf4317e3b
1 изменённых файлов: 22 добавлений и 12 удалений

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@ -36,6 +36,8 @@
// zoom
this._stack.addEventListener("dblclick", this.stackEventHandler, true);
this._stack.addEventListener("DOMMouseScroll", this.stackEventHandler, true);
this._scrollStartTimeout = -1;
</constructor>
<field name="dragData">
@ -155,13 +157,14 @@
var cwin = this.browser.contentWindow;
// Scroll the browser so that the event is targeted properly
cwin.scrollTo(-this.dragData.pageX, -this.dragData.pageY);
cwin.scrollTo(-this.dragData.pageX / this._zoomLevel, -this.dragData.pageY / this._zoomLevel);
var cwu = cwin.QueryInterface(Components.interfaces.nsIInterfaceRequestor)
.getInterface(Components.interfaces.nsIDOMWindowUtils);
// Need to adjust for the toolbar height, etc.
var browserTop = this.browser.getBoundingClientRect().top;
cwu.sendMouseEvent(aType || aEvent.type,
(aEvent.clientX) / this._zoomLevel,
(aEvent.clientY - browserTop) / this._zoomLevel,
@ -176,8 +179,7 @@
<parameter name="aDy"/>
<body><![CDATA[
// constrain offsets to the actual scrollWidth/scrollHeight
// FIXME: this doesn't work quite right yet, needs to be revisited
var offscreenWidth = this.dragData.scrollableWidth - this.dragData.canvasW;
if (offscreenWidth <= 0) {
// Content is narrower than viewport, no need to pan horizontally
@ -186,7 +188,7 @@
var newPageX = Math.max(this.dragData.pageX + aDx, -offscreenWidth);
newPageX = Math.min(newPageX, 0);
var deltaX = newPageX - this.dragData.pageX;
this.dragData.offX = Math.min(aDx, deltaX);
this.dragData.offX = deltaX;
}
var offscreenHeight = this.dragData.scrollableHeight - this.dragData.canvasH;
@ -194,16 +196,13 @@
// Content is shorter than viewport, no need to pan vertically
this.dragData.offY = 0;
} else {
// min of 0, max of scrollableHeight - canvasHeight
var newPageY = Math.max(this.dragData.pageY + aDy, -offscreenHeight);
newPageY = Math.min(newPageY, 0);
var deltaY = newPageY - this.dragData.pageY;
this.dragData.offY = Math.min(aDy, deltaY);
this.dragData.offY = deltaY;
}
//// No constraints, just pan in any direction
//this.dragData.offY = aDy;
//this.dragData.offX = aDx;
this._updateCanvasPosition();
]]></body>
</method>
@ -212,6 +211,7 @@
<body><![CDATA[
this.dragData.lastMouseEvent = Date.now() - 10;
this.dragData.dragging = true;
this._scrollStartTimeout = -1;
]]></body>
</method>
@ -279,7 +279,6 @@
this.deckbrowser._scrollStartTimeout = setTimeout(function () {
self._dragStartTimer();
}, 200);
//this.deckbrowser._dragStartTimer();
},
mouseup: function seh_mouseup(aEvent) {
@ -289,6 +288,7 @@
// Mouseup on canvas that isn't releasing from a drag
// cancel scrollStart timer
clearTimeout(this.deckbrowser._scrollStartTimeout);
this.deckbrowser._scrollStartTimeout = -1;
// send mousedown & mouseup
this.deckbrowser._redispatchMouseEvent(aEvent, "mousedown");
@ -297,8 +297,18 @@
},
mousemove: function seh_mousemove(aEvent) {
if (!this.deckbrowser.dragData.dragging)
return false;
if (!this.deckbrowser.dragData.dragging) {
// If we've moved more than N pixels lets go ahead and assume we're dragging
// and not wait for the timeout to complete.
if (this.deckbrowser._scrollStartTimeout != -1 &&
(Math.abs(this.deckbrowser.dragData.sX - aEvent.screenX) > 10 ||
Math.abs(this.deckbrowser.dragData.sY - aEvent.screenY) > 10)) {
clearTimeout(this.deckbrowser._scrollStartTimeout);
this.deckbrowser._dragStartTimer();
} else {
return false;
}
}
var dx = aEvent.screenX - this.deckbrowser.dragData.sX;
var dy = aEvent.screenY - this.deckbrowser.dragData.sY;