/* deal with pointers */
if (a->func == action_execute || a->func == action_restart)
g_free(a->data.execute.path);
+ else if (a->func == action_debug)
+ g_free(a->data.debug.string);
else if (a->func == action_showmenu)
g_free(a->data.showmenu.name);
/* deal with pointers */
if (a->func == action_execute || a->func == action_restart)
a->data.execute.path = g_strdup(a->data.execute.path);
+ else if (a->func == action_debug)
+ a->data.debug.string = g_strdup(a->data.debug.string);
else if (a->func == action_showmenu)
a->data.showmenu.name = g_strdup(a->data.showmenu.name);
ActionString actionstrings[] =
{
+ {
+ "debug",
+ action_debug,
+ NULL
+ },
{
"execute",
- action_execute,
+ action_execute,
NULL
},
{
if ((m = parse_find_node("icon", n->xmlChildrenNode)))
act->data.execute.icon_name = parse_string(doc, m);
}
+ } else if (act->func == action_debug) {
+ if ((n = parse_find_node("string", node->xmlChildrenNode)))
+ act->data.debug.string = parse_string(doc, n);
} else if (act->func == action_showmenu) {
if ((n = parse_find_node("menu", node->xmlChildrenNode)))
act->data.showmenu.name = parse_string(doc, n);
{
GSList *it;
ObAction *a;
- gboolean inter = FALSE;
if (!acts)
return;
if (x < 0 && y < 0)
screen_pointer_pos(&x, &y);
- if (grab_on_keyboard())
- inter = TRUE;
- else
- for (it = acts; it; it = g_slist_next(it)) {
- a = it->data;
- if (a->data.any.interactive) {
- inter = TRUE;
- break;
- }
- }
-
- if (!inter && button == 0) {
- /* Ungrab the keyboard before running the action, if it was
- not from a mouse event.
-
- We have to do this because a key press causes a passive
- grab on the keyboard, and so if the action we are running
- wants to grab the keyboard, it will fail if the button is still
- held down (which is likely).
-
- Use the X function not out own, because we're not considering
- a grab to be in place at all so our function won't try ungrab
- anything.
- */
- XUngrabKeyboard(ob_display, time);
- }
-
for (it = acts; it; it = g_slist_next(it)) {
a = it->data;
action_run(l, c, 0, time);
}
+void action_debug(union ActionData *data)
+{
+ if (data->debug.string)
+ g_print("%s\n", data->debug.string);
+}
+
void action_execute(union ActionData *data)
{
GError *e = NULL;
gchar *cmd, **argv = 0;
if (data->execute.path) {
+ /* Ungrab the keyboard before running the action.
+
+ If there is an interactive action going on, then cancel it to
+ release the keyboard. If not, then call XUngrabKeyboard().
+
+ We call XUngrabKeyboard because a key press causes a passive
+ grab on the keyboard, and so if program we are executing wants to
+ grab the keyboard, it will fail if the button is still held down
+ (which is likely).
+
+ Use the X function not out own, because we're not considering
+ a grab to be in place at all so our function won't try ungrab
+ anything.
+ */
+ if (keyboard_interactively_grabbed())
+ keyboard_interactive_cancel();
+ else
+ XUngrabKeyboard(ob_display, data->any.time);
+
cmd = g_filename_from_utf8(data->execute.path, -1, NULL, NULL, NULL);
if (cmd) {
if (!g_shell_parse_argv (cmd, NULL, &argv, &e)) {