however this patch does fix the aforementioned problem.
actions need some reworking... yeah... later...
if (a->data.any.interactive || a->func == action_moveresize) {
/* interactive actions are not queued */
a->func(&a->data);
+ } else if (context == OB_FRAME_CONTEXT_CLIENT ||
+ (c && c->type == OB_CLIENT_TYPE_DESKTOP &&
+ context == OB_FRAME_CONTEXT_DESKTOP)) {
+ /* XXX MORE UGLY HACK
+ actions from clicks on client windows are NOT queued.
+ this solves the mysterious click-and-drag-doesnt-work
+ problem. it was because the window gets focused and stuff
+ after the button event has already been passed through. i
+ dont really know why it should care but it does and it makes
+ a difference. */
+ a->func(&a->data);
} else
ob_main_loop_queue_action(ob_main_loop, a);
}
/* choose the events we want to receive on the CLIENT window */
attrib_set.event_mask = CLIENT_EVENTMASK;
- XChangeWindowAttributes(ob_display, window, CWEventMask, &attrib_set);
+ attrib_set.do_not_propagate_mask = CLIENT_NOPROPAGATEMASK;
+ XChangeWindowAttributes(ob_display, window,
+ CWEventMask|CWDontPropagate, &attrib_set);
/* create the ObClient struct, and populate it from the hints on the
mode = GrabModeAsync;
mask = ButtonPressMask | ButtonMotionMask | ButtonReleaseMask;
} else if (CLIENT_CONTEXT(i, client)) {
- win = client->window;
+ win = client->frame->plate;
mode = GrabModeSync; /* this is handled in event */
mask = ButtonPressMask; /* can't catch more than this with Sync
mode the release event is