dnd: fix a case where ungrabEvents wasn't being called
If the drag actor is destroyed as part of a drag target accepting it, we were not calling ungrabEvents, meaning the mouse/keyboard remained grabbed until you clicked somewhere to cancel it. This fixes that without trying to improve the extremely confusing control flow... https://bugzilla.gnome.org/show_bug.cgi?id=635278
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18
js/ui/dnd.js
18
js/ui/dnd.js
@ -100,6 +100,8 @@ _Draggable.prototype = {
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this._buttonDown = false; // The mouse button has been pressed and has not yet been released.
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this._dragInProgress = false; // The drag has been started, and has not been dropped or cancelled yet.
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this._animationInProgress = false; // The drag is over and the item is in the process of animating to its original position (snapping back or reverting).
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this._eventsGrabbed = false;
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},
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_onButtonPress : function (actor, event) {
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@ -147,13 +149,19 @@ _Draggable.prototype = {
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},
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_grabEvents: function() {
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Clutter.grab_pointer(_getEventHandlerActor());
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Clutter.grab_keyboard(_getEventHandlerActor());
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if (!this._eventsGrabbed) {
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Clutter.grab_pointer(_getEventHandlerActor());
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Clutter.grab_keyboard(_getEventHandlerActor());
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this._eventsGrabbed = true;
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}
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},
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_ungrabEvents: function() {
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Clutter.ungrab_pointer();
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Clutter.ungrab_keyboard();
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if (this._eventsGrabbed) {
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Clutter.ungrab_pointer();
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Clutter.ungrab_keyboard();
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this._eventsGrabbed = false;
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}
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},
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_onEvent: function(actor, event) {
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@ -476,6 +484,8 @@ _Draggable.prototype = {
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if (this._actorDestroyed) {
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global.unset_cursor();
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if (!this._buttonDown)
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this._ungrabEvents();
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this.emit('drag-end', eventTime, false);
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return;
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}
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