make the menu use the new obt stuff when reading keyboard input so it can handle input from the non-base group and composed input

This commit is contained in:
Dana Jansens 2010-02-11 13:59:15 -05:00
parent 41dbce908a
commit 62f8a5c49b
2 changed files with 40 additions and 34 deletions

View file

@ -1765,12 +1765,10 @@ static gboolean event_handle_menu_input(XEvent *ev)
}
else if (ev->type == KeyPress || ev->type == KeyRelease) {
guint mods;
gunichar unikey;
ObMenuFrame *frame;
/* 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)
@ -1778,7 +1776,11 @@ static gboolean event_handle_menu_input(XEvent *ev)
/* Allow control while going thru the menu */
else if (ev->type == KeyPress && (mods & ~ControlMask) == 0) {
gunichar unikey;
frame->got_press = TRUE;
frame->press_keycode = ev->xkey.keycode;
frame->press_doexec = FALSE;
if (ob_keycode_match(ev->xkey.keycode, OB_KEY_ESCAPE)) {
menu_frame_hide_all();
@ -1827,28 +1829,9 @@ static gboolean event_handle_menu_input(XEvent *ev)
menu_frame_select_last(frame);
ret = TRUE;
}
}
/* Use KeyRelease events for running things so that the key release
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 && (mods & ~ControlMask) == 0 &&
frame->entries && frame->got_press)
{
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, ev->xkey.state);
ret = TRUE;
}
/* keyboard accelerator shortcuts. (if it was a valid key) */
else if (unikey != 0) {
else if ((unikey = obt_keyboard_keypress_to_unichar(&ev->xkey))) {
GList *start;
GList *it;
ObMenuEntryFrame *found = NULL;
@ -1886,23 +1869,42 @@ static gboolean event_handle_menu_input(XEvent *ev)
} while (it != start);
if (found) {
if (found->entry->type == OB_MENU_ENTRY_TYPE_NORMAL &&
num_found == 1)
{
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, ev->xkey.state);
} else {
menu_frame_select(frame, found, TRUE);
if (num_found == 1)
menu_frame_select_next(frame->child);
}
menu_frame_select(frame, found, TRUE);
if (num_found == 1)
frame->press_doexec = TRUE;
ret = TRUE;
}
}
}
/* Use KeyRelease events for running things so that the key release
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 && (mods & ~ControlMask) == 0 &&
frame->entries && frame->got_press)
{
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, ev->xkey.state);
ret = TRUE;
}
if (frame->press_keycode == ev->xkey.keycode &&
frame->press_doexec)
{
if (frame->selected->entry->type == OB_MENU_ENTRY_TYPE_NORMAL)
menu_entry_frame_execute(frame->selected, ev->xkey.state);
else
menu_frame_select_next(frame->child);
}
}
}
return ret;

View file

@ -81,6 +81,10 @@ struct _ObMenuFrame
menu until it has seen a KeyPress. this is to
avoid having the keybinding used to show the menu
end up running something inside the menu */
guint press_keycode; /* the KeyCode that was used in the last KeyPress */
gboolean press_doexec; /* if the upcoming KeyRelease should be used to
execute the menu item that was selected by the
KeyPress */
};
struct _ObMenuEntryFrame