#endif
#include "actions.hh"
+#include "otk/display.hh"
#include <stdio.h>
namespace ob {
const unsigned int OBActions::DOUBLECLICKDELAY = 300;
+const int OBActions::BUTTONS;
OBActions::OBActions()
: _button(0)
{
+ for (int i=0; i<BUTTONS; ++i)
+ _posqueue[i] = new ButtonPressAction();
// XXX: load a configuration out of somewhere
OBActions::~OBActions()
{
+ for (int i=0; i<BUTTONS; ++i)
+ delete _posqueue[i];
}
+void OBActions::insertPress(const XButtonEvent &e)
+{
+ ButtonPressAction *a = _posqueue[BUTTONS - 1];
+ for (int i=BUTTONS-1; i>0;)
+ _posqueue[i] = _posqueue[--i];
+ _posqueue[0] = a;
+ a->button = e.button;
+ a->pos.setPoint(e.x, e.y);
+}
+
+void OBActions::removePress(const XButtonEvent &e)
+{
+ ButtonPressAction *a = 0;
+ for (int i=0; i<BUTTONS; ++i) {
+ if (_posqueue[i]->button == e.button)
+ a = _posqueue[i];
+ if (a) // found one and removed it
+ _posqueue[i] = _posqueue[i+1];
+ }
+ if (a) { // found one
+ _posqueue[BUTTONS-1] = a;
+ a->button = 0;
+ }
+}
+
void OBActions::buttonPressHandler(const XButtonEvent &e)
{
OtkEventHandler::buttonPressHandler(e);
+ insertPress(e);
// XXX: run the PRESS guile hook
printf("GUILE: PRESS: win %lx modifiers %u button %u time %lx\n",
void OBActions::buttonReleaseHandler(const XButtonEvent &e)
{
OtkEventHandler::buttonReleaseHandler(e);
+ removePress(e);
// XXX: run the RELEASE guile hook
printf("GUILE: RELEASE: win %lx modifiers %u button %u time %lx\n",
{
// XXX: i can envision all sorts of crazy shit with this.. gestures, etc
printf("GUILE: MOTION: win %lx modifiers %u x %d y %d\n",
- (long)e.window, e.state, e.x, e.y);
+ (long)e.window, e.state,
+ e.x - _posqueue[0]->pos.x(), e.y - _posqueue[0]->pos.y());
}