static int threshold;
static int dclicktime;
-gboolean mouse_lefthand;
/*
<context name="Titlebar">
threshold = parse_int(doc, n);
if ((n = parse_find_node("doubleClickTime", node)))
dclicktime = parse_int(doc, n);
- if ((n = parse_find_node("leftHanded", node)))
- mouse_lefthand = parse_bool(doc, n);
n = parse_find_node("context", node);
while (n) {
{
threshold = 3;
dclicktime = 200;
- mouse_lefthand = FALSE;
parse_register("mouse", parse_xml, NULL);
}
/* Array of GSList*s of PointerBinding*s. */
-static GSList *bound_contexts[NUM_CONTEXTS];
+static GSList *bound_contexts[OB_FRAME_NUM_CONTEXTS];
-static void grab_for_client(Client *client, gboolean grab)
+static void grab_for_client(ObClient *client, gboolean grab)
{
int i;
GSList *it;
- for (i = 0; i < NUM_CONTEXTS; ++i)
+ for (i = 0; i < OB_FRAME_NUM_CONTEXTS; ++i)
for (it = bound_contexts[i]; it != NULL; it = it->next) {
/* grab/ungrab the button */
MouseBinding *b = it->data;
int mode;
unsigned int mask;
- if (i == Context_Frame) {
+ if (i == OB_FRAME_CONTEXT_FRAME) {
win = client->frame->window;
mode = GrabModeAsync;
mask = ButtonPressMask | ButtonMotionMask | ButtonReleaseMask;
- } else if (i == Context_Client) {
+ } else if (i == OB_FRAME_CONTEXT_CLIENT) {
win = client->frame->plate;
mode = GrabModeSync; /* this is handled in event */
mask = ButtonPressMask; /* can't catch more than this with Sync
int i;
GSList *it;
- for(i = 0; i < NUM_CONTEXTS; ++i) {
+ for(i = 0; i < OB_FRAME_NUM_CONTEXTS; ++i) {
for (it = bound_contexts[i]; it != NULL; it = it->next) {
int j;
}
}
-static void fire_button(MouseAction a, Context context, Client *c, guint state,
+static void fire_button(MouseAction a, ObFrameContext context,
+ ObClient *c, guint state,
guint button, int x, int y)
{
GSList *it;
}
}
-static void fire_motion(MouseAction a, Context context, Client *c,
+static void fire_motion(MouseAction a, ObFrameContext context, ObClient *c,
guint state, guint button, int x_root, int y_root,
guint32 corner)
{
static int px, py;
gboolean click = FALSE;
gboolean dclick = FALSE;
- Context context;
+ ObFrameContext context;
switch (e->type) {
case Event_Client_Mapped:
context = frame_context(e->data.x.client,
e->data.x.e->xbutton.window);
- if (!button) {
- px = e->data.x.e->xbutton.x_root;
- py = e->data.x.e->xbutton.y_root;
- button = e->data.x.e->xbutton.button;
- state = e->data.x.e->xbutton.state;
- }
+ px = e->data.x.e->xbutton.x_root;
+ py = e->data.x.e->xbutton.y_root;
+ button = e->data.x.e->xbutton.button;
+ state = e->data.x.e->xbutton.state;
fire_button(MouseAction_Press, context,
e->data.x.client, e->data.x.e->xbutton.state,
e->data.x.e->xbutton.button,
e->data.x.e->xbutton.x_root, e->data.x.e->xbutton.y_root);
- if (context == Context_Client) {
+ if (context == OB_FRAME_CONTEXT_CLIENT) {
/* Replay the event, so it goes to the client*/
XAllowEvents(ob_display, ReplayPointer, event_lasttime);
/* Fall through to the release case! */
e->data.x.e->xmotion.window);
/* You can't drag on buttons */
- if (context == Context_Maximize ||
- context == Context_AllDesktops ||
- context == Context_Shade ||
- context == Context_Iconify ||
- context == Context_Icon ||
- context == Context_Close)
+ if (context == OB_FRAME_CONTEXT_MAXIMIZE ||
+ context == OB_FRAME_CONTEXT_ALLDESKTOPS ||
+ context == OB_FRAME_CONTEXT_SHADE ||
+ context == OB_FRAME_CONTEXT_ICONIFY ||
+ context == OB_FRAME_CONTEXT_ICON ||
+ context == OB_FRAME_CONTEXT_CLOSE)
break;
if (!e->data.x.client)
Action *action)
{
guint state, button;
- Context context;
+ ObFrameContext context;
MouseBinding *b;
GSList *it;