void OBActions::motionHandler(const XMotionEvent &e)
{
+ if (!e.same_screen) return; // this just gets stupid
+
// 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,
void removePress(const XButtonEvent &e);
public:
+ //! Constructs an OBActions object
OBActions();
+ //! Destroys the OBActions object
virtual ~OBActions();
virtual void buttonPressHandler(const XButtonEvent &e);
namespace ob {
Openbox *Openbox::instance = (Openbox *) 0;
-OBActions *Openbox::actions = (OBActions *) 0;
void Openbox::signalHandler(int signal)
_property = new otk::OBProperty();
- Openbox::actions = new OBActions();
+ _actions = new OBActions();
- setMasterHandler(Openbox::actions); // set as the master event handler
+ setMasterHandler(_actions); // set as the master event handler
// create the mouse cursors we'll use
_cursors.session = XCreateFontCursor(otk::OBDisplay::display, XC_left_ptr);
*/
static Openbox *instance;
- //! The action interface through which all user-available actions occur
- static OBActions *actions;
-
//! The posible running states of the window manager
enum RunState {
State_Starting, //!< The window manager is starting up (being created)
*/
otk::OBProperty *_property;
+ //! The action interface through which all user-available actions occur
+ OBActions *_actions;
+
//! The running state of the window manager
RunState _state;