Make a pending ReplayPointer happen before moving/showing/hiding a window in an action.
[mikachu/openbox.git] / openbox / actions.c
index 216c6fe..90a7719 100644 (file)
@@ -23,6 +23,7 @@
 #include "event.h"
 #include "config.h"
 #include "client.h"
+#include "openbox.h"
 #include "debug.h"
 
 #include "actions/all.h"
@@ -124,7 +125,7 @@ static void actions_definition_unref(ObActionsDefinition *def)
     }
 }
 
-ObActionsAct* actions_build_act_from_string(const gchar *name)
+static ObActionsAct* actions_build_act_from_string(const gchar *name)
 {
     GSList *it;
     ObActionsDefinition *def = NULL;
@@ -248,7 +249,9 @@ void actions_run_acts(GSList *acts,
 
         actions_setup_data(&data, uact, state, x, y, button, con, client);
 
-        if (!interactive_act || interactive_act->def != act->def) {
+        /* if they have the same run function, then we'll assume they are
+           cooperating and not cancel eachother out */
+        if (!interactive_act || interactive_act->def->run != act->def->run) {
             if (actions_act_is_interactive(act)) {
                 /* cancel the old one */
                 if (interactive_act)
@@ -259,9 +262,10 @@ void actions_run_acts(GSList *acts,
 
         /* fire the action's run function with this data */
         if (ok) {
-            if (!act->def->run(&data, act->options))
-                actions_interactive_end_act();
-            else {
+            if (!act->def->run(&data, act->options)) {
+                if (actions_act_is_interactive(act))
+                    actions_interactive_end_act();
+            } else {
                 /* make sure its interactive if it returned TRUE */
                 g_assert(act->def->i_cancel && act->def->i_input);
 
@@ -272,12 +276,12 @@ void actions_run_acts(GSList *acts,
     }
 }
 
-gboolean actions_interactive_act_running()
+gboolean actions_interactive_act_running(void)
 {
     return interactive_act != NULL;
 }
 
-void actions_interactive_cancel_act()
+void actions_interactive_cancel_act(void)
 {
     if (interactive_act) {
         interactive_act->def->i_cancel(interactive_act->options);
@@ -292,13 +296,18 @@ static gboolean actions_interactive_begin_act(ObActionsAct *act, guint state)
         actions_act_ref(interactive_act);
 
         interactive_initial_state = state;
+
+        /* if using focus_delay, stop the timer now so that focus doesn't go
+           moving on us, which would kill the action */
+        event_halt_focus_delay();
+
         return TRUE;
     }
     else
         return FALSE;
 }
 
-static void actions_interactive_end_act()
+static void actions_interactive_end_act(void)
 {
     if (interactive_act) {
         ungrab_keyboard();
@@ -331,9 +340,7 @@ void actions_client_move(ObActionsData *data, gboolean start)
     else if (config_focus_follow &&
              data->context != OB_FRAME_CONTEXT_CLIENT)
     {
-        if (!data->button && data->client && !config_focus_under_mouse)
-            event_end_ignore_all_enters(ignore_start);
-        else {
+        if (data->uact == OB_USER_ACTION_MOUSE_PRESS) {
             struct _ObClient *c;
 
             /* usually this is sorta redundant, but with a press action
@@ -348,5 +355,7 @@ void actions_client_move(ObActionsData *data, gboolean start)
                 event_enter_client(c);
             }
         }
+        else if (!data->button && !config_focus_under_mouse)
+            event_end_ignore_all_enters(ignore_start);
     }
 }