static ObActionsAct *interactive_act = NULL;
static guint interactive_initial_state = 0;
-static gboolean replay_pointer = FALSE;
struct _ObActionsDefinition {
guint ref;
data->client = client;
}
-void actions_set_need_pointer_replay_before_move(gboolean replay)
-{
- replay_pointer = replay;
-}
-
-gboolean actions_get_need_pointer_replay_before_move()
-{
- return replay_pointer;
-}
-
void actions_run_acts(GSList *acts,
ObUserAction uact,
guint state,
void actions_client_move(ObActionsData *data, gboolean start)
{
static gulong ignore_start = 0;
- if (start) {
+ if (start)
ignore_start = event_start_ignore_all_enters();
- if (replay_pointer) {
- /* replay the pointer event before any windows move */
- XAllowEvents(ob_display, ReplayPointer, event_curtime);
- replay_pointer = FALSE;
- }
- }
else if (config_focus_follow &&
data->context != OB_FRAME_CONTEXT_CLIENT)
{
gboolean show = FALSE;
if (client_should_show(self)) {
+ /* replay pending pointer event before showing the window, in case it
+ should be going to something under the window */
+ mouse_replay_pointer();
+
frame_show(self->frame);
show = TRUE;
so trying to ignore them is futile in case 3 anyways
*/
+ /* replay pending pointer event before hiding the window, in case it
+ should be going to the window */
+ mouse_replay_pointer();
+
frame_hide(self->frame);
hide = TRUE;
if (!user)
ignore_start = event_start_ignore_all_enters();
+ /* replay pending pointer event before move the window, in case it
+ would change what window gets the event */
+ mouse_replay_pointer();
+
frame_adjust_area(self->frame, fmoved, fresized, FALSE);
if (!user)
/* 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 reply 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()
+{
+ if (replay_pointer_needed) {
+ /* replay the pointer event before any windows move */
+ XAllowEvents(ob_display, ReplayPointer, event_curtime);
+ replay_pointer_needed = FALSE;
+ }
+}
+
void mouse_event(ObClient *client, XEvent *e)
{
static Time ltime;
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, so have the action system perform the
- ReplayPointer for us if that is the case. */
+ 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))
- actions_set_need_pointer_replay_before_move(TRUE);
- else
- actions_set_need_pointer_replay_before_move(FALSE);
+ replay_pointer_needed = TRUE;
fire_binding(OB_MOUSE_ACTION_PRESS, context,
client, e->xbutton.state,
/* replay the pointer event if it hasn't been replayed yet (i.e. no
windows were moved) */
- if (actions_get_need_pointer_replay_before_move())
- XAllowEvents(ob_display, ReplayPointer, event_curtime);
+ 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 */