def _motion_grab(data):
global _motion_mask, _inmove, _inresize;
- if data.action == ob.KeyAction.Release:
- # have all the modifiers this started with been released?
- if not _motion_mask & data.state:
- if _inmove:
- _end_move(data)
- elif _inresize:
- _end_resize(data)
- else:
- raise RuntimeError
+ # are all the modifiers this started with still pressed?
+ print _motion_mask, data.state
+ if not _motion_mask == data.state:
+ if _inmove:
+ _end_move(data)
+ elif _inresize:
+ _end_resize(data)
+ else:
+ raise RuntimeError
_last_x = 0
_last_y = 0
# not-normal windows dont get moved
if not data.client.normal(): return
- global _screen, _client, _cx, _cy, _dx, _dy
+ global _screen, _client, _cx, _cy, _dx, _dy, _motion_mask
_screen = data.screen
_client = data.client
_cx = data.press_clientx
_cy = data.press_clienty
_dx = data.xroot - data.pressx
_dy = data.yroot - data.pressy
+ _motion_mask = data.state
_do_move()
global _inmove
if not _inmove:
if not data.client.normal(): return
global _screen, _client, _cx, _cy, _cw, _ch, _px, _py, _dx, _dy
+ global _motion_mask
_screen = data.screen
_client = data.client
_cx = data.press_clientx
_py = data.pressy
_dx = data.xroot - _px
_dy = data.yroot - _py
+ _motion_mask = data.state
_do_resize()
global _inresize
if not _inresize:
done = 0
notreverting = 1
# have all the modifiers this started with been released?
- if (data.action == ob.KeyAction.Release and
- not self.state & data.state):
+ if not self.state == data.state:
done = 1
- # has Escape been pressed?
- elif data.action == ob.KeyAction.Press and data.key == "Escape":
- done = 1
- notreverting = 0
- # revert
- self.menupos = 0
+ elif data.action == ob.KeyAction.Press:
+ # has Escape been pressed?
+ if data.key == "Escape":
+ done = 1
+ notreverting = 0
+ # revert
+ self.menupos = 0
+ # has Enter been pressed?
+ elif data.key == "Return":
+ done = 1
if done:
# activate, and deiconify/unshade/raise
// kill off the Button1Mask etc, only want the modifiers
unsigned int state = e.state & (ControlMask | ShiftMask | Mod1Mask |
Mod2Mask | Mod3Mask | Mod4Mask | Mod5Mask);
+
+ // add to the state the mask of the modifier being pressed, if it is
+ // a modifier key being pressed (this is a little ugly..)
+ const XModifierKeymap *map = otk::display->modifierMap();
+ const int mask_table[] = {
+ ShiftMask, LockMask, ControlMask, Mod1Mask,
+ Mod2Mask, Mod3Mask, Mod4Mask, Mod5Mask
+ };
+ KeyCode *kp = map->modifiermap;
+ for (int i = 0, n = sizeof(mask_table)/sizeof(mask_table[0]); i < n; ++i) {
+ for (int k = 0; k < map->max_keypermod; ++k) {
+ if (*kp == e.keycode) { // found the keycode
+ state |= mask_table[i]; // add the mask for it
+ i = n; // cause the first loop to break;
+ break; // get outta here!
+ }
+ ++kp;
+ }
+ }
+
openbox->bindings()->
fireKey(otk::display->findScreen(e.root)->screen(),
state, e.keycode, e.time, KeyAction::Press);