#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();
+ if (!data->any.button && data->any.c) {
+ event_ignore_all_queued_enters();
} else {
ObClient *c;
event will come as a GrabNotify which is ignored, so this
makes a fake enter event
*/
- if ((c = client_under_pointer()))
+ if ((c = client_under_pointer()) && c != data->any.c)
event_enter_client(c);
}
}
/* 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);
- } else if (c &&
- (context == OB_FRAME_CONTEXT_CLIENT ||
- (c->type == OB_CLIENT_TYPE_DESKTOP &&
- context == OB_FRAME_CONTEXT_DESKTOP)) &&
- (a->func == action_focus ||
- a->func == action_activate ||
- a->func == action_showmenu))
+ } else if (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.
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
+ desktop wants to pop up a menu, and we do too, 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.
+
+ XXX further more. focus actions are not queued at all,
+ because if you bind focus->showmenu, the menu will get
+ hidden to do the focusing
*/
a->func(&a->data);
} else
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 there is a keyboard grab going on then we need to cancel
+ it so the application can grab things */
+ event_cancel_all_key_grabs();
if (!g_shell_parse_argv (cmd, NULL, &argv, &e)) {
g_message(_("Failed to execute '%s': %s"),
void action_unfocus (union ActionData *data)
{
if (data->client.any.c == focus_client)
- focus_fallback(TRUE);
+ focus_fallback(FALSE, 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);
}
}
if (!data->sendtodir.inter.any.interactive ||
(data->sendtodir.inter.final && !data->sendtodir.inter.cancel))
{
- if (d != screen_desktop) screen_set_desktop(d, TRUE);
+ if (d != screen_desktop)
+ screen_set_desktop(d, TRUE);
}
}