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author | Guido van Rossum <guido@python.org> | 1998-04-10 16:14:34 (GMT) |
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committer | Guido van Rossum <guido@python.org> | 1998-04-10 16:14:34 (GMT) |
commit | 4cee3c49c285967434208df77e12cef331d97869 (patch) | |
tree | b4cebeebd7fce9f669f395668be236f4b6349ec2 /Lib | |
parent | ea609c18a0bb6420f9cdb1440326b1bfdbfc32a2 (diff) | |
download | cpython-4cee3c49c285967434208df77e12cef331d97869.zip cpython-4cee3c49c285967434208df77e12cef331d97869.tar.gz cpython-4cee3c49c285967434208df77e12cef331d97869.tar.bz2 |
Another easter present.
Diffstat (limited to 'Lib')
-rw-r--r-- | Lib/lib-tk/Tkdnd.py | 321 |
1 files changed, 321 insertions, 0 deletions
diff --git a/Lib/lib-tk/Tkdnd.py b/Lib/lib-tk/Tkdnd.py new file mode 100644 index 0000000..0dda3b7 --- /dev/null +++ b/Lib/lib-tk/Tkdnd.py @@ -0,0 +1,321 @@ +"""Drag-and-drop support for Tkinter. + +This is very preliminary. I currently only support dnd *within* one +application, between different windows (or within the same window). + +I an trying to make this as generic as possible -- not dependent on +the use of a particular widget or icon type, etc. I also hope that +this will work with Pmw. + +To enable an object to be dragged, you must create an event binding +for it that starts the drag-and-drop process. Typically, you should +bind <ButtonPress> to a callback function that you write. The function +should call Tkdnd.dnd_start(source, event), where 'source' is the +object to be dragged, and 'event' is the event that invoked the call +(the argument to your callback function). Even though this is a class +instantiation, the returned instance should not be stored -- it will +be kept alive automatically for the duration of the drag-and-drop. + +When a drag-and-drop is already in process for the Tk interpreter, the +call is *ignored*; this normally averts starting multiple simultaneous +dnd processes, e.g. because different button callbacks all +dnd_start(). + +The object is *not* necessarily a widget -- it can be any +application-specific object that is meaningful to potential +drag-and-drop targets. + +Potential drag-and-drop targets are discovered as follows. Whenever +the mouse moves, and at the start and end of a drag-and-drop move, the +Tk widget directly under the mouse is inspected. This is the target +widget (not to be confused with the target object, yet to be +determined). If there is no target widget, there is no dnd target +object. If there is a target widget, and it has an attribute +dnd_accept, this should be a function (or any callable object). The +function is called as dnd_accept(source, event), where 'source' is the +object being dragged (the object passed to dnd_start() above), and +'event' is the most recent event object (generally a <Motion> event; +it can also be <ButtonPress> or <ButtonRelease>). If the dnd_accept() +function returns something other than None, this is the new dnd target +object. If dnd_accept() returns None, or if the target widget has no +dnd_accept attribute, the target widget's parent is considered as the +target widget, and the search for a target object is repeated from +there. If necessary, the search is repeated all the way up to the +root widget. If none of the target widgets can produce a target +object, there is no target object (the target object is None). + +The target object thus produced, if any, is called the new target +object. It is compared with the old target object (or None, if there +was no old target widget). There are several cases ('source' is the +source object, and 'event' is the most recent event object): + +- Both the old and new target objects are None. Nothing happens. + +- The old and new target objects are the same object. Its method +dnd_motion(source, event) is called. + +- The old target object was None, and the new target object is not +None. The new target object's method dnd_enter(source, event) is +called. + +- The new target object is None, and the old target object is not +None. The old target object's method dnd_leave(source, event) is +called. + +- The old and new target objects differ and neither is None. The old +target object's method dnd_leave(source, event), and then the new +target object's method dnd_enter(source, event) is called. + +Once this is done, the new target object replaces the old one, and the +Tk mainloop proceeds. The return value of the methods mentioned above +is ignored; if they raise an exception, the normal exception handling +mechanisms take over. + +The drag-and-drop processes can end in two ways: a final target object +is selected, or no final target object is selected. When a final +target object is selected, it will always have been notified of the +potential drop by a call to its dnd_enter() method, as described +above, and possibly one or more calls to its dnd_motion() method; its +dnd_leave() method has not been called since the last call to +dnd_enter(). The target is notified of the drop by a call to its +method dnd_commit(source, event). + +If no final target object is selected, and there was an old target +object, its dnd_leave(source, event) method is called to complete the +dnd sequence. + +Finally, the source object is notified that the drag-and-drop process +is over, by a call to source.dnd_end(target, event), specifying either +the selected target object, or None if no target object was selected. +The source object can use this to implement the commit action; this is +sometimes simpler than to do it in the target's dnd_commit(). The +target's dnd_commit() method could then simply be aliased to +dnd_leave(). + +At any time during a dnd sequence, the application can cancel the +sequence by calling the cancel() method on the object returned by +dnd_start(). This will call dnd_leave() if a target is currently +active; it will never call dnd_commit(). + +""" + + +import Tkinter + + +# The factory function + +def dnd_start(source, event): + h = DndHandler(source, event) + if h.root: + return h + else: + return None + + +# The class that does the work + +class DndHandler: + + root = None + + def __init__(self, source, event): + if event.num > 5: + return + root = event.widget._root() + try: + root.__dnd + return # Don't start recursive dnd + except AttributeError: + root.__dnd = self + self.root = root + self.source = source + self.target = None + self.initial_button = button = event.num + self.initial_widget = widget = event.widget + self.release_pattern = "<B%d-ButtonRelease-%d>" % (button, button) + self.save_cursor = widget['cursor'] or "" + widget.bind(self.release_pattern, self.on_release) + widget.bind("<Motion>", self.on_motion) + widget['cursor'] = "hand2" + + def __del__(self): + root = self.root + self.root = None + if root: + try: + del root.__dnd + except AttributeError: + pass + + def on_motion(self, event): + x, y = event.x_root, event.y_root + target_widget = self.initial_widget.winfo_containing(x, y) + source = self.source + new_target = None + while target_widget: + try: + attr = target_widget.dnd_accept + except AttributeError: + pass + else: + new_target = attr(source, event) + if new_target: + break + target_widget = target_widget.master + old_target = self.target + if old_target is new_target: + if old_target: + old_target.dnd_motion(source, event) + else: + if old_target: + self.target = None + old_target.dnd_leave(source, event) + if new_target: + new_target.dnd_enter(source, event) + self.target = new_target + + def on_release(self, event): + self.finish(event, 1) + + def cancel(self, event=None): + self.finish(event, 0) + + def finish(self, event, commit=0): + target = self.target + source = self.source + widget = self.initial_widget + root = self.root + try: + del root.__dnd + self.initial_widget.unbind(self.release_pattern) + self.initial_widget.unbind("<Motion>") + widget['cursor'] = self.save_cursor + self.target = self.source = self.initial_widget = self.root = None + if target: + if commit: + target.dnd_commit(source, event) + else: + target.dnd_leave(source, event) + finally: + source.dnd_end(target, event) + + + +# ---------------------------------------------------------------------- +# The rest is here for testing and demonstration purposes only! + +class Icon: + + def __init__(self, name): + self.name = name + self.canvas = self.label = self.id = None + + def attach(self, canvas, x=10, y=10): + if canvas is self.canvas: + self.canvas.coords(self.id, x, y) + return + if self.canvas: + self.detach() + if not canvas: + return + label = Tkinter.Label(canvas, text=self.name, + borderwidth=2, relief="raised") + id = canvas.create_window(x, y, window=label, anchor="nw") + self.canvas = canvas + self.label = label + self.id = id + label.bind("<ButtonPress>", self.press) + + def detach(self): + canvas = self.canvas + if not canvas: + return + id = self.id + label = self.label + self.canvas = self.label = self.id = None + canvas.delete(id) + label.destroy() + + def press(self, event): + if dnd_start(self, event): + # where the pointer is relative to the label widget: + self.x_off = event.x + self.y_off = event.y + # where the widget is relative to the canvas: + self.x_orig, self.y_orig = self.canvas.coords(self.id) + + def move(self, event): + x, y = self.where(self.canvas, event) + self.canvas.coords(self.id, x, y) + + def putback(self): + self.canvas.coords(self.id, self.x_orig, self.y_orig) + + def where(self, canvas, event): + # where the corner of the canvas is relative to the screen: + x_org = canvas.winfo_rootx() + y_org = canvas.winfo_rooty() + # where the pointer is relative to the canvas widget: + x = event.x_root - x_org + y = event.y_root - y_org + # compensate for initial pointer offset + return x - self.x_off, y - self.y_off + + def dnd_end(self, target, event): + pass + +class Tester: + + def __init__(self, root): + self.top = Tkinter.Toplevel(root) + self.canvas = Tkinter.Canvas(self.top, width=100, height=100) + self.canvas.pack(fill="both", expand=1) + self.canvas.dnd_accept = self.dnd_accept + + def dnd_accept(self, source, event): + return self + + def dnd_enter(self, source, event): + self.canvas.focus_set() # Show higlight border + x, y = source.where(self.canvas, event) + x1, y1, x2, y2 = source.canvas.bbox(source.id) + dx, dy = x2-x1, y2-y1 + self.dndid = self.canvas.create_rectangle(x, y, x+dx, y+dy) + self.dnd_motion(source, event) + + def dnd_motion(self, source, event): + x, y = source.where(self.canvas, event) + x1, y1, x2, y2 = self.canvas.bbox(self.dndid) + self.canvas.move(self.dndid, x-x1, y-y1) + + def dnd_leave(self, source, event): + self.top.focus_set() # Hide highlight border + self.canvas.delete(self.dndid) + self.dndid = None + + def dnd_commit(self, source, event): + self.dnd_leave(source, event) + x, y = source.where(self.canvas, event) + source.attach(self.canvas, x, y) + +def test(): + root = Tkinter.Tk() + root.geometry("+1+1") + Tkinter.Button(command=root.quit, text="Quit").pack() + t1 = Tester(root) + t1.top.geometry("+1+60") + t2 = Tester(root) + t2.top.geometry("+120+60") + t3 = Tester(root) + t3.top.geometry("+240+60") + i1 = Icon("ICON1") + i2 = Icon("ICON2") + i3 = Icon("ICON3") + i1.attach(t1.canvas) + i2.attach(t2.canvas) + i3.attach(t3.canvas) + root.mainloop() + +if __name__ == '__main__': + test() |