#include "actions.h"
#include "event.h"
#include "client.h"
-#include "prop.h"
#include "grab.h"
#include "frame.h"
#include "translate.h"
GSList *actions[OB_NUM_MOUSE_ACTIONS]; /* lists of Action pointers */
} ObMouseBinding;
-#define FRAME_CONTEXT(co, cl) ((cl && cl->type != OB_CLIENT_TYPE_DESKTOP) ? \
- co == OB_FRAME_CONTEXT_FRAME : FALSE)
-#define CLIENT_CONTEXT(co, cl) ((cl && cl->type == OB_CLIENT_TYPE_DESKTOP) ? \
- co == OB_FRAME_CONTEXT_DESKTOP : \
- co == OB_FRAME_CONTEXT_CLIENT)
-
/* Array of GSList*s of ObMouseBinding*s. */
static GSList *bound_contexts[OB_FRAME_NUM_CONTEXTS];
+/* TRUE when we have a grab on the pointer and need to replay the pointer event
+ to send it to other applications */
+static gboolean replay_pointer_needed;
ObFrameContext mouse_button_frame_context(ObFrameContext context,
guint button,
return TRUE;
}
+void mouse_replay_pointer(void)
+{
+ if (replay_pointer_needed) {
+ /* replay the pointer event before any windows move */
+ XAllowEvents(obt_display, ReplayPointer, event_curtime);
+ replay_pointer_needed = FALSE;
+ }
+}
+
void mouse_event(ObClient *client, XEvent *e)
{
static Time ltime;
button = e->xbutton.button;
state = e->xbutton.state;
+ /* if the binding was in a client context, then we need to call
+ XAllowEvents with ReplayPointer at some point, to send the event
+ through to the client. when this happens though depends. if
+ windows are going to be moved on screen, then the click will end
+ up going somewhere wrong, set that we need it, and if nothing
+ else causes the replay pointer to be run, then we will do it
+ after all the actions are finished.
+
+ (We do it after all the actions because FocusIn interrupts
+ dragging for kdesktop, so if we send the button event now, and
+ then they get a focus event after, it breaks. Instead, wait to send
+ the button press until after the actions when possible.)
+ */
+ if (CLIENT_CONTEXT(context, client))
+ replay_pointer_needed = TRUE;
+
fire_binding(OB_MOUSE_ACTION_PRESS, context,
client, e->xbutton.state,
e->xbutton.button,
if (grab_on_pointer())
button = 0;
- if (CLIENT_CONTEXT(context, client)) {
- /* Replay the event, so it goes to the client*/
- XAllowEvents(obt_display, ReplayPointer, event_curtime);
- /* Fall through to the release case! */
- } else
+ /* replay the pointer event if it hasn't been replayed yet (i.e. no
+ windows were moved) */
+ mouse_replay_pointer();
+
+ /* in the client context, we won't get a button release because of the
+ way it is grabbed, so just fake one */
+ if (!CLIENT_CONTEXT(context, client))
break;
case ButtonRelease:
GSList *it;
if (!translate_button(buttonstr, &state, &button)) {
- g_message(_("Invalid button '%s' in mouse binding"), buttonstr);
+ g_message(_("Invalid button \"%s\" in mouse binding"), buttonstr);
return FALSE;
}
context = frame_context_from_string(contextstr);
if (!context) {
- g_message(_("Invalid context '%s' in mouse binding"), contextstr);
+ g_message(_("Invalid context \"%s\" in mouse binding"), contextstr);
return FALSE;
}