From 61b34ffe78ef9e31ebd78490e42b0d022f9f464e Mon Sep 17 00:00:00 2001 From: Carlos Garnacho Date: Wed, 2 Feb 2022 17:07:42 +0100 Subject: [PATCH] dnd: Drop captured event handler This was here exclusively to silence out events from other pointing devices in the stage. Since ClutterGrab being used now is global to all devices and events are coerced to an invisible actor, there is no need to explicitly do this. Also, this event handler was set on the stage, while the grab happened on a child, so it was fairly uneffective already. Part-of: --- js/ui/dnd.js | 15 --------------- 1 file changed, 15 deletions(-) diff --git a/js/ui/dnd.js b/js/ui/dnd.js index 9fbdf2873..f5f3bb40b 100644 --- a/js/ui/dnd.js +++ b/js/ui/dnd.js @@ -116,8 +116,6 @@ var _Draggable = class _Draggable { this._buttonDown = false; // The mouse button has been pressed and has not yet been released. 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; - - this._capturedEventId = 0; } _onButtonPress(actor, event) { @@ -167,22 +165,9 @@ var _Draggable = class _Draggable { this._grab = global.stage.grab(actor); this._grabbedDevice = pointer; this._touchSequence = touchSequence; - - this._capturedEventId = global.stage.connect('captured-event', (o, event) => { - let device = event.get_device(); - if (device != this._grabbedDevice && - device.get_device_type() != Clutter.InputDeviceType.KEYBOARD_DEVICE) - return Clutter.EVENT_STOP; - return Clutter.EVENT_PROPAGATE; - }); } _ungrabDevice() { - if (this._capturedEventId != 0) { - global.stage.disconnect(this._capturedEventId); - this._capturedEventId = 0; - } - if (this._grab) { this._grab.dismiss(); this._grab = null;