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
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41dbce908a
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2 changed files with 40 additions and 34 deletions
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@ -1765,12 +1765,10 @@ static gboolean event_handle_menu_input(XEvent *ev)
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}
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else if (ev->type == KeyPress || ev->type == KeyRelease) {
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guint mods;
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gunichar unikey;
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ObMenuFrame *frame;
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/* get the modifiers */
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mods = obt_keyboard_only_modmasks(ev->xkey.state);
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unikey = obt_keyboard_keycode_to_unichar(ev->xkey.keycode);
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frame = find_active_or_last_menu();
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if (frame == NULL)
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@ -1778,7 +1776,11 @@ static gboolean event_handle_menu_input(XEvent *ev)
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/* Allow control while going thru the menu */
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else if (ev->type == KeyPress && (mods & ~ControlMask) == 0) {
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gunichar unikey;
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frame->got_press = TRUE;
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frame->press_keycode = ev->xkey.keycode;
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frame->press_doexec = FALSE;
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if (ob_keycode_match(ev->xkey.keycode, OB_KEY_ESCAPE)) {
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menu_frame_hide_all();
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@ -1827,28 +1829,9 @@ static gboolean event_handle_menu_input(XEvent *ev)
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menu_frame_select_last(frame);
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ret = TRUE;
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}
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}
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/* Use KeyRelease events for running things so that the key release
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doesn't get sent to the focused application.
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Allow ControlMask only, and don't bother if the menu is empty */
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else if (ev->type == KeyRelease && (mods & ~ControlMask) == 0 &&
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frame->entries && frame->got_press)
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{
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if (ob_keycode_match(ev->xkey.keycode, OB_KEY_RETURN)) {
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/* Enter runs the active item or goes into the submenu.
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Control-Enter runs it without closing the menu. */
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if (frame->child)
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menu_frame_select_next(frame->child);
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else if (frame->selected)
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menu_entry_frame_execute(frame->selected, ev->xkey.state);
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ret = TRUE;
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}
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/* keyboard accelerator shortcuts. (if it was a valid key) */
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else if (unikey != 0) {
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else if ((unikey = obt_keyboard_keypress_to_unichar(&ev->xkey))) {
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GList *start;
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GList *it;
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ObMenuEntryFrame *found = NULL;
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@ -1886,23 +1869,42 @@ static gboolean event_handle_menu_input(XEvent *ev)
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} while (it != start);
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if (found) {
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if (found->entry->type == OB_MENU_ENTRY_TYPE_NORMAL &&
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num_found == 1)
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{
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menu_frame_select(frame, found, TRUE);
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usleep(50000); /* highlight the item for a short bit so
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the user can see what happened */
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menu_entry_frame_execute(found, ev->xkey.state);
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} else {
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menu_frame_select(frame, found, TRUE);
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if (num_found == 1)
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menu_frame_select_next(frame->child);
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}
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menu_frame_select(frame, found, TRUE);
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if (num_found == 1)
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frame->press_doexec = TRUE;
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ret = TRUE;
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}
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}
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}
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/* Use KeyRelease events for running things so that the key release
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doesn't get sent to the focused application.
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Allow ControlMask only, and don't bother if the menu is empty */
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else if (ev->type == KeyRelease && (mods & ~ControlMask) == 0 &&
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frame->entries && frame->got_press)
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{
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if (ob_keycode_match(ev->xkey.keycode, OB_KEY_RETURN)) {
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/* Enter runs the active item or goes into the submenu.
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Control-Enter runs it without closing the menu. */
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if (frame->child)
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menu_frame_select_next(frame->child);
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else if (frame->selected)
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menu_entry_frame_execute(frame->selected, ev->xkey.state);
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ret = TRUE;
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}
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if (frame->press_keycode == ev->xkey.keycode &&
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frame->press_doexec)
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{
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if (frame->selected->entry->type == OB_MENU_ENTRY_TYPE_NORMAL)
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menu_entry_frame_execute(frame->selected, ev->xkey.state);
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else
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menu_frame_select_next(frame->child);
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}
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}
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}
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return ret;
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@ -81,6 +81,10 @@ struct _ObMenuFrame
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menu until it has seen a KeyPress. this is to
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avoid having the keybinding used to show the menu
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end up running something inside the menu */
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guint press_keycode; /* the KeyCode that was used in the last KeyPress */
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gboolean press_doexec; /* if the upcoming KeyRelease should be used to
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execute the menu item that was selected by the
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KeyPress */
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};
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struct _ObMenuEntryFrame
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