}
/* corner should be the opposite corner of the window in which the pointer
- clicked, Corner_TopLeft if a good default if there is no client */
-static void fire_motion(MouseAction a, GQuark context, Client *c, guint state,
- guint button, int cx, int cy, int cw, int ch,
- int dx, int dy, gboolean final, Corner corner)
+ clicked, Corner_TopLeft if a good default if there is no client
+ Returns True or False for if a binding existed for the action or not.
+*/
+static gboolean fire_motion(MouseAction a, GQuark context, Client *c,
+ guint state, guint button, int cx, int cy,
+ int cw, int ch, int dx, int dy,
+ gboolean final, Corner corner)
{
GSList *it;
MouseBinding *b;
break;
}
/* if not bound, then nothing to do! */
- if (it == NULL) return;
+ if (it == NULL) return FALSE;
if (b->action[a] != NULL && b->action[a]->func != NULL) {
b->action[a]->data.any.c = c;
b->action[a]->data.resize.final = final;
}
b->action[a]->func(&b->action[a]->data);
+ return TRUE;
}
+ return FALSE;
}
static Corner pick_corner(int x, int y, int cx, int cy, int cw, int ch)
static Time ltime;
static int px, py, cx, cy, cw, ch, dx, dy;
static guint button = 0, lbutton = 0;
- static gboolean drag = FALSE;
+ static gboolean drag = FALSE, drag_used = FALSE;
static Corner corner = Corner_TopLeft;
gboolean click = FALSE;
gboolean dclick = FALSE;
e->data.x.e->xbutton.window);
if (e->data.x.e->xbutton.button == button) {
/* end drags */
- if (drag) {
+ if (drag_used) {
fire_motion(MouseAction_Motion, context,
e->data.x.client, e->data.x.e->xbutton.state,
e->data.x.e->xbutton.button,
button = 0;
ltime = e->data.x.e->xbutton.time;
}
- fire_button(MouseAction_Press, context,
+ fire_button(MouseAction_Release, context,
e->data.x.client, e->data.x.e->xbutton.state,
e->data.x.e->xbutton.button);
if (click)
if (button) {
dx = e->data.x.e->xmotion.x_root - px;
dy = e->data.x.e->xmotion.y_root - py;
- if (ABS(dx) >= drag_threshold || ABS(dy) >= drag_threshold)
+ if (!drag &&
+ (ABS(dx) >= drag_threshold || ABS(dy) >= drag_threshold))
drag = TRUE;
if (drag) {
context = engine_get_context(e->data.x.client,
e->data.x.e->xbutton.window);
- fire_motion(MouseAction_Motion, context,
- e->data.x.client, e->data.x.e->xmotion.state,
- button, cx, cy, cw, ch, dx, dy, FALSE, corner);
+ drag_used = fire_motion(MouseAction_Motion, context,
+ e->data.x.client,
+ e->data.x.e->xmotion.state,
+ button, cx, cy, cw, ch, dx, dy,
+ FALSE, corner);
}
}
break;