typedef struct {
guint state;
ObClient *client;
- ObAction *action;
+ GSList *actions;
ObFrameContext context;
} ObInteractiveState;
s->state = state;
s->client = client;
- s->action = action;
+ s->actions = g_slist_append(NULL, action);
interactive_states = g_slist_append(interactive_states, s);
}
void keyboard_interactive_end(ObInteractiveState *s,
guint state, gboolean cancel)
{
- action_run_interactive(s->action, s->client, state, cancel, TRUE);
+ action_run_interactive(s->actions, s->client, state, cancel, TRUE);
+ g_slist_free(s->actions);
g_free(s);
interactive_states = g_slist_remove(interactive_states, s);
curpos = p;
grab_keys(TRUE);
} else {
- GSList *it;
-
- for (it = p->actions; it; it = it->next)
- action_run_key(it->data, client, e->xkey.state,
- e->xkey.x_root, e->xkey.y_root);
keyboard_reset_chains();
+
+ action_run_key(p->actions, client, e->xkey.state,
+ e->xkey.x_root, e->xkey.y_root);
}
break;
}
if (func)
func(entry, state, data);
- else {
- GSList *it;
-
- for (it = acts; it; it = g_slist_next(it))
- action_run(it->data, client, state);
- }
+ else
+ action_run(acts, client, state);
}
}
/* if not bound, then nothing to do! */
if (it == NULL) return FALSE;
- for (it = b->actions[a]; it; it = it->next)
- action_run_mouse(it->data, c, state, button, x, y);
+ action_run_mouse(b->actions[a], c, state, button, x, y);
return TRUE;
}