From 4a7e2ddff521e32b7206e5f346d2fc699400a345 Mon Sep 17 00:00:00 2001 From: Carlos Garnacho Date: Tue, 12 Mar 2019 01:53:16 +0100 Subject: [PATCH] dnd: Make startDrag() fail if there is a current grab This call just went through stomping over previous drag operations if any, _maybeStartDrag() accounted for this, but other callers (well, WindowClone in workspace.js) don't. This must bail out early even if a drag operation is requested, luckily all callers account for it already. This broke shell state by preserving connected captured-event handlers if one tried to drag multiple windows simultaneously through multitouch. We of course don't support that, now more elegantly. https://gitlab.gnome.org/GNOME/gnome-shell/merge_requests/455 --- js/ui/dnd.js | 3 +++ 1 file changed, 3 insertions(+) diff --git a/js/ui/dnd.js b/js/ui/dnd.js index 614ea621d..929ee0e22 100644 --- a/js/ui/dnd.js +++ b/js/ui/dnd.js @@ -306,6 +306,9 @@ var _Draggable = class _Draggable { * for the draggable. */ startDrag(stageX, stageY, time, sequence, device) { + if (currentDraggable) + return; + if (device == undefined) { let event = Clutter.get_current_event();