DND: don't cancel a drag if the actor is destroyed inside acceptDrop

This happens in the case of Workspace/WorkspaceThumbnail: they call
meta_window_change_workspace_by_index(), which fires window-removed
on the old workspace, thus destroying the window clone.

https://bugzilla.gnome.org/show_bug.cgi?id=685285
This commit is contained in:
Giovanni Campagna 2013-01-19 02:25:14 +01:00
parent ceae032112
commit 57f27572ae

View File

@ -85,11 +85,13 @@ const _Draggable = new Lang.Class({
this.actor.connect('destroy', Lang.bind(this, function() {
this._actorDestroyed = true;
// If the drag actor is destroyed and we were going to fix
// up its hover state, fix up the parent hover state instead
if (this.actor == this._firstLeaveActor)
this._firstLeaveActor = this._dragOrigParent;
if (this._dragInProgress)
if (this._dragInProgress && this._dragCancellable)
this._cancelDrag(global.get_current_time());
this.disconnectAll();
}));
@ -102,6 +104,7 @@ const _Draggable = new Lang.Class({
this._buttonDown = false; // The mouse button has been pressed and has not yet been released.
this._dragInProgress = false; // The drag has been started, and has not been dropped or cancelled yet.
this._animationInProgress = false; // The drag is over and the item is in the process of animating to its original position (snapping back or reverting).
this._dragCancellable = true;
// During the drag, we eat enter/leave events so that actors don't prelight.
// But we remember the actors that we first left/last entered so we can
@ -439,6 +442,11 @@ const _Draggable = new Lang.Class({
}
}
// At this point it is too late to cancel a drag by destroying
// the actor, the fate of which is decided by acceptDrop and its
// side-effects
this._dragCancellable = false;
while (target) {
if (target._delegate && target._delegate.acceptDrop) {
let [r, targX, targY] = target.transform_stage_point(dropX, dropY);
@ -447,8 +455,6 @@ const _Draggable = new Lang.Class({
targX,
targY,
event.get_time())) {
if (this._actorDestroyed)
return true;
// If it accepted the drop without taking the actor,
// handle it ourselves.
if (this._dragActor.get_parent() == Main.uiGroup) {