#include "debug.h"
#include "client.h"
#include "focus.h"
+#include "focus_cycle.h"
#include "moveresize.h"
#include "menu.h"
#include "prop.h"
#include <glib.h>
-inline void client_action_start(union ActionData *data)
+static void client_action_start(union ActionData *data)
{
- if (config_focus_follow)
- if (data->any.context != OB_FRAME_CONTEXT_CLIENT && !data->any.button)
- grab_pointer(FALSE, FALSE, OB_CURSOR_NONE);
}
-inline void client_action_end(union ActionData *data)
+static void client_action_end(union ActionData *data)
{
if (config_focus_follow)
if (data->any.context != OB_FRAME_CONTEXT_CLIENT) {
- if (!data->any.button) {
- ungrab_pointer();
- } else {
- ObClient *c;
-
- /* usually this is sorta redundant, but with a press action
- that moves windows our from under the cursor, the enter
- event will come as a GrabNotify which is ignored, so this
- makes a fake enter event
- */
- if ((c = client_under_pointer()))
- event_enter_client(c);
+ if (!data->any.button && data->any.c)
+ event_ignore_all_queued_enters();
+ else {
+ /* we USED to create a fake enter event here, so that when you
+ used a Press context, and the button was still down,
+ you could still get enter events that weren't
+ NotifyWhileGrabbed.
+
+ only problem with this is that then the resulting focus
+ change events can ALSO be NotifyWhileGrabbed. And that is
+ bad. So, don't create fake enter events anymore. */
}
}
}
{
GSList *it;
ObAction *a;
- gboolean ungrabbed = FALSE;
if (!acts)
return;
if (!keyboard_interactive_grab(state, a->data.any.c, a))
continue;
}
- else if (!ungrabbed) {
- /* Ungrab the keyboard before running the action if it's not
- interactive.
-
- If there is an interactive action going on, then cancel it
- to release the keyboard. If not, then call
- XUngrabKeyboard().
-
- We call XUngrabKeyboard() because a key press causes a
- passive grab on the keyboard, and so if program we are
- executing wants to grab the keyboard, it will fail if the
- button is still held down (which is likely).
-
- Use the X function not out own, because we're not
- considering a grab to be in place at all so our function
- won't try ungrab anything.
- */
- if (keyboard_interactively_grabbed())
- keyboard_interactive_cancel();
- else
- XUngrabKeyboard(ob_display, time);
-
- /* We don't the same with XUngrabPointer, even though it can
- cause the same problem. But then Press bindings cause
- Drag bindings to break.
- XUngrabPointer(ob_display, time);*/
- }
/* XXX UGLY HACK race with motion event starting a move and the
button release gettnig processed first. answer: don't queue
- moveresize starts. UGLY HACK XXX */
+ moveresize starts. UGLY HACK XXX
+
+ XXX ALSO don't queue showmenu events, because on button press
+ events we need to know if a mouse grab is going to take place,
+ and set the button to 0, so that later motion events don't think
+ that a drag is going on. since showmenu grabs the pointer..
+ */
if (a->data.any.interactive || a->func == action_move ||
- a->func == action_resize)
+ a->func == action_resize || a->func == action_showmenu)
{
/* interactive actions are not queued */
a->func(&a->data);
if (data->execute.path) {
cmd = g_filename_from_utf8(data->execute.path, -1, NULL, NULL, NULL);
if (cmd) {
+ /* If there is an interactive action going on, then cancel it
+ to release the keyboard, so that the run application
+ can grab the keyboard if it wants to. */
+ if (keyboard_interactively_grabbed())
+ keyboard_interactive_cancel();
+
if (!g_shell_parse_argv (cmd, NULL, &argv, &e)) {
g_message(_("Failed to execute '%s': %s"),
cmd, e->message);
void action_unfocus (union ActionData *data)
{
if (data->client.any.c == focus_client)
- focus_fallback(TRUE);
+ focus_fallback(FALSE);
}
void action_iconify(union ActionData *data)
if (data->sendto.desk < screen_num_desktops ||
data->sendto.desk == DESKTOP_ALL) {
client_set_desktop(c, data->sendto.desk, data->sendto.follow);
- if (data->sendto.follow)
+ if (data->sendto.follow && data->sendto.desk != screen_desktop)
screen_set_desktop(data->sendto.desk, TRUE);
}
}