From 7a86637f8d6e3a04d4aa2e293963b62b7da6d59f Mon Sep 17 00:00:00 2001 From: Carlos Garnacho Date: Mon, 10 Sep 2018 14:24:57 +0200 Subject: [PATCH] dnd: Avoid breaking drag state on cancellation In the case where the draggable has an actor of its own, state could be left broken when dragging on a place that would not accept the DnD op. After button release, drag state is set to "cancelled" and the animation begins. After the animation is finished, the drag actor would be destroyed before disconnecting from its destroy handler. Within the destroy handler, the grab would be undone but drag state would be left on "cancelled" state for subsequent operations. This results in DnD oddities and stuck grabs. In order to fix this, double check in the actor destroy handler that we are actually dragging before setting the "cancelled" state. Closes: https://gitlab.gnome.org/GNOME/gnome-shell/issues/540 --- js/ui/dnd.js | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/js/ui/dnd.js b/js/ui/dnd.js index 0562c7cbd..23af7ba95 100644 --- a/js/ui/dnd.js +++ b/js/ui/dnd.js @@ -374,7 +374,8 @@ var _Draggable = class _Draggable { this._finishAnimation(); this._dragActor = null; - this._dragState = DragState.CANCELLED; + if (this._dragState == DragState.DRAGGING) + this._dragState = DragState.CANCELLED; }); this._dragOrigOpacity = this._dragActor.opacity; if (this._dragActorOpacity != undefined)