e->xbutton.state = obt_keyboard_only_modmasks(e->xbutton.state);
break;
case KeyPress:
- e->xkey.state = obt_keyboard_only_modmasks(e->xkey.state);
break;
case KeyRelease:
-#ifdef XKB
- /* keep only the keyboard modifiers. xkb includes other things here.
- (see XKBProto.pdf document: section 2.2.2) */
- e->xkey.state &= 0xf;
-#endif
- e->xkey.state = obt_keyboard_only_modmasks(e->xkey.state);
- /* remove from the state the mask of the modifier key being
- released, if it is a modifier key being released that is */
- e->xkey.state &= ~obt_keyboard_keycode_to_modmask(e->xkey.keycode);
break;
case MotionNotify:
e->xmotion.state = obt_keyboard_only_modmasks(e->xmotion.state);
menu_frame_select(e->frame, e, FALSE);
}
else if (ev->type == KeyPress || ev->type == KeyRelease) {
- guint keycode, state;
+ guint mods;
gunichar unikey;
ObMenuFrame *frame;
- keycode = ev->xkey.keycode;
- state = ev->xkey.state;
- unikey = obt_keyboard_keycode_to_unichar(keycode);
+ /* get the modifiers */
+ mods = obt_keyboard_only_modmasks(ev->xkey.state);
+ unikey = obt_keyboard_keycode_to_unichar(ev->xkey.keycode);
frame = find_active_or_last_menu();
if (frame == NULL)
g_assert_not_reached(); /* there is no active menu */
/* Allow control while going thru the menu */
- else if (ev->type == KeyPress && (state & ~ControlMask) == 0) {
+ else if (ev->type == KeyPress && (mods & ~ControlMask) == 0) {
frame->got_press = TRUE;
- if (ob_keycode_match(keycode, OB_KEY_ESCAPE)) {
+ if (ob_keycode_match(ev->xkey.keycode, OB_KEY_ESCAPE)) {
menu_frame_hide_all();
ret = TRUE;
}
- else if (ob_keycode_match(keycode, OB_KEY_LEFT)) {
+ else if (ob_keycode_match(ev->xkey.keycode, OB_KEY_LEFT)) {
/* Left goes to the parent menu */
if (frame->parent) {
/* remove focus from the child */
ret = TRUE;
}
- else if (ob_keycode_match(keycode, OB_KEY_RIGHT)) {
+ else if (ob_keycode_match(ev->xkey.keycode, OB_KEY_RIGHT)) {
/* Right goes to the selected submenu */
if (frame->selected->entry->type == OB_MENU_ENTRY_TYPE_SUBMENU)
{
ret = TRUE;
}
- else if (ob_keycode_match(keycode, OB_KEY_UP)) {
+ else if (ob_keycode_match(ev->xkey.keycode, OB_KEY_UP)) {
menu_frame_select_previous(frame);
ret = TRUE;
}
- else if (ob_keycode_match(keycode, OB_KEY_DOWN)) {
+ else if (ob_keycode_match(ev->xkey.keycode, OB_KEY_DOWN)) {
menu_frame_select_next(frame);
ret = TRUE;
}
- else if (ob_keycode_match(keycode, OB_KEY_HOME)) {
+ else if (ob_keycode_match(ev->xkey.keycode, OB_KEY_HOME)) {
menu_frame_select_first(frame);
ret = TRUE;
}
- else if (ob_keycode_match(keycode, OB_KEY_END)) {
+ else if (ob_keycode_match(ev->xkey.keycode, OB_KEY_END)) {
menu_frame_select_last(frame);
ret = TRUE;
}
doesn't get sent to the focused application.
Allow ControlMask only, and don't bother if the menu is empty */
- else if (ev->type == KeyRelease && (state & ~ControlMask) == 0 &&
+ else if (ev->type == KeyRelease && (mods & ~ControlMask) == 0 &&
frame->entries && frame->got_press)
{
- if (ob_keycode_match(keycode, OB_KEY_RETURN)) {
+ if (ob_keycode_match(ev->xkey.keycode, OB_KEY_RETURN)) {
/* Enter runs the active item or goes into the submenu.
Control-Enter runs it without closing the menu. */
if (frame->child)
menu_frame_select_next(frame->child);
else if (frame->selected)
- menu_entry_frame_execute(frame->selected, state);
+ menu_entry_frame_execute(frame->selected, ev->xkey.state);
ret = TRUE;
}
menu_frame_select(frame, found, TRUE);
usleep(50000); /* highlight the item for a short bit so
the user can see what happened */
- menu_entry_frame_execute(found, state);
+ menu_entry_frame_execute(found, ev->xkey.state);
} else {
menu_frame_select(frame, found, TRUE);
if (num_found == 1)