events: Make the ungrabbed button press handling more bullet proof
Instead of returning a value based on whether or not we handled it, we have this logic: either we have taken a grab on the window, in which case we have a grab op and have handled it ourselves, or we did not take a grab and *need* to replay the event to the window. Handle this in events.c by checking the grab operation in the same way that we check the other grab ops.
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@ -7871,7 +7871,7 @@ meta_window_handle_leave (MetaWindow *window)
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meta_window_lower (window);
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}
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gboolean
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void
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meta_window_handle_ungrabbed_event (MetaWindow *window,
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const ClutterEvent *event)
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{
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@ -7880,17 +7880,17 @@ meta_window_handle_ungrabbed_event (MetaWindow *window,
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gboolean is_window_grab;
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if (event->type != CLUTTER_BUTTON_PRESS)
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return FALSE;
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return;
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if (display->grab_op != META_GRAB_OP_NONE)
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return FALSE;
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return;
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/* Some windows might not ask for input, in which case we might be here
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* because we selected for ButtonPress on the root window. In that case,
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* we have to take special care not to act for an override-redirect window.
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*/
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if (window->override_redirect)
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return FALSE;
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return;
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/* We have three passive button grabs:
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* - on any button, without modifiers => focuses and maybe raises the window
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@ -7941,7 +7941,6 @@ meta_window_handle_ungrabbed_event (MetaWindow *window,
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meta_verbose ("Allowing events time %u\n",
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(unsigned int)event->button.time);
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return FALSE;
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}
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else if (is_window_grab && (int) event->button.button == meta_prefs_get_mouse_button_resize ())
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{
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@ -7991,7 +7990,6 @@ meta_window_handle_ungrabbed_event (MetaWindow *window,
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event->button.x,
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event->button.y);
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}
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return TRUE;
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}
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else if (is_window_grab && (int) event->button.button == meta_prefs_get_mouse_button_menu ())
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{
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@ -8001,7 +7999,6 @@ meta_window_handle_ungrabbed_event (MetaWindow *window,
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META_WINDOW_MENU_WM,
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event->button.x,
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event->button.y);
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return TRUE;
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}
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else if (is_window_grab && (int) event->button.button == 1)
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{
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@ -8019,10 +8016,7 @@ meta_window_handle_ungrabbed_event (MetaWindow *window,
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event->button.x,
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event->button.y);
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}
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return TRUE;
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}
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return FALSE;
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}
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void
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