void action_focus(union ActionData *data)
{
+ /* if using focus_delay, stop the timer now so that focus doesn't go moving
+ on us */
+ event_halt_focus_delay();
+
client_focus(data->client.any.c);
}
void action_cycle_windows(union ActionData *data)
{
+ /* if using focus_delay, stop the timer now so that focus doesn't go moving
+ on us */
+ event_halt_focus_delay();
+
focus_cycle(data->cycle.forward, data->cycle.linear,
data->cycle.dialog,
data->cycle.inter.final, data->cycle.inter.cancel);
void action_directional_focus(union ActionData *data)
{
+ /* if using focus_delay, stop the timer now so that focus doesn't go moving
+ on us */
+ event_halt_focus_delay();
+
focus_directional_cycle(data->interdiraction.direction,
data->interdiraction.dialog,
data->interdiraction.inter.final,
a window maps since its not based on an action from the user like
clicking a window to activate is. so keep the new window out of the way
but do focus it. */
- if (activate) client_focus(self);
+ if (activate) {
+ /* if using focus_delay, stop the timer now so that focus doesn't go
+ moving on us */
+ event_halt_focus_delay();
+
+ client_focus(self);
+ }
/* client_activate does this but we aret using it so we have to do it
here as well */