if (a->data.any.interactive || a->func == action_moveresize) {
/* interactive actions are not queued */
a->func(&a->data);
- } else if (context == OB_FRAME_CONTEXT_CLIENT ||
- (c && c->type == OB_CLIENT_TYPE_DESKTOP &&
- context == OB_FRAME_CONTEXT_DESKTOP)) {
+ } else if ((context == OB_FRAME_CONTEXT_CLIENT ||
+ (c && c->type == OB_CLIENT_TYPE_DESKTOP &&
+ context == OB_FRAME_CONTEXT_DESKTOP)) &&
+ (a->func == action_focus ||
+ a->func == action_activate ||
+ a->func == action_showmenu))
+ {
/* XXX MORE UGLY HACK
actions from clicks on client windows are NOT queued.
this solves the mysterious click-and-drag-doesnt-work
problem. it was because the window gets focused and stuff
after the button event has already been passed through. i
dont really know why it should care but it does and it makes
- a difference. */
+ a difference.
+
+ however this very bogus ! !
+ we want to send the button press to the window BEFORE
+ we do the action because the action might move the windows
+ (eg change desktops) and then the button press ends up on
+ the completely wrong window !
+ so, this is just for that bug, and it will only NOT queue it
+ if it is a focusing action that can be used with the mouse
+ pointer. ugh.
+
+ also with the menus, there is a race going on. if the
+ desktop wants to pop up a menu, and we do to, we send them
+ the button before we pop up the menu, so they pop up their
+ menu first. but not always. if we pop up our menu before
+ sending them the button press, then the result is
+ deterministic. yay.
+ */
a->func(&a->data);
} else
ob_main_loop_queue_action(ob_main_loop, a);