#include "kernel/action.h"
#include "kernel/event.h"
#include "kernel/client.h"
-#include "kernel/frame.h"
#include "kernel/grab.h"
-#include "kernel/engine.h"
#include "kernel/parse.h"
#include "kernel/frame.h"
#include "translate.h"
button = e->data.x.e->xbutton.button;
state = e->data.x.e->xbutton.state;
}
- context = engine_get_context(e->data.x.client,
- e->data.x.e->xbutton.window);
+ context = frame_context(e->data.x.client->frame,
+ e->data.x.e->xbutton.window);
fire_button(MouseAction_Press, context,
e->data.x.client, e->data.x.e->xbutton.state,
break;
case Event_X_ButtonRelease:
- context = engine_get_context(e->data.x.client,
- e->data.x.e->xbutton.window);
+ context = frame_context(e->data.x.client->frame,
+ e->data.x.e->xbutton.window);
if (e->data.x.e->xbutton.button == button) {
/* end drags */
if (drag_used) {
(ABS(dx) >= threshold || ABS(dy) >= threshold))
drag = TRUE;
if (drag) {
- context = engine_get_context(e->data.x.client,
- e->data.x.e->xbutton.window);
+ context = frame_context(e->data.x.client->frame,
+ e->data.x.e->xbutton.window);
drag_used = fire_motion(MouseAction_Motion, context,
e->data.x.client,
state, button, cx, cy, cw, ch, dx, dy,