keep a queue of press/releases and the positions, so that the first motion event already has a position to base off of, so it is not lost!!
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777be62a3a
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2 changed files with 59 additions and 8 deletions
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@ -5,16 +5,20 @@
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#endif
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#include "actions.hh"
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#include "otk/display.hh"
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#include <stdio.h>
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namespace ob {
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const unsigned int OBActions::DOUBLECLICKDELAY = 300;
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const int OBActions::BUTTONS;
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OBActions::OBActions()
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: _button(0)
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{
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for (int i=0; i<BUTTONS; ++i)
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_posqueue[i] = new ButtonPressAction();
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// XXX: load a configuration out of somewhere
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@ -23,12 +27,40 @@ OBActions::OBActions()
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OBActions::~OBActions()
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{
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for (int i=0; i<BUTTONS; ++i)
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delete _posqueue[i];
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}
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void OBActions::insertPress(const XButtonEvent &e)
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{
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ButtonPressAction *a = _posqueue[BUTTONS - 1];
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for (int i=BUTTONS-1; i>0;)
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_posqueue[i] = _posqueue[--i];
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_posqueue[0] = a;
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a->button = e.button;
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a->pos.setPoint(e.x, e.y);
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}
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void OBActions::removePress(const XButtonEvent &e)
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{
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ButtonPressAction *a = 0;
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for (int i=0; i<BUTTONS; ++i) {
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if (_posqueue[i]->button == e.button)
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a = _posqueue[i];
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if (a) // found one and removed it
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_posqueue[i] = _posqueue[i+1];
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}
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if (a) { // found one
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_posqueue[BUTTONS-1] = a;
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a->button = 0;
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}
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}
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void OBActions::buttonPressHandler(const XButtonEvent &e)
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{
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OtkEventHandler::buttonPressHandler(e);
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insertPress(e);
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// XXX: run the PRESS guile hook
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printf("GUILE: PRESS: win %lx modifiers %u button %u time %lx\n",
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@ -43,6 +75,7 @@ void OBActions::buttonPressHandler(const XButtonEvent &e)
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void OBActions::buttonReleaseHandler(const XButtonEvent &e)
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{
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OtkEventHandler::buttonReleaseHandler(e);
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removePress(e);
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// XXX: run the RELEASE guile hook
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printf("GUILE: RELEASE: win %lx modifiers %u button %u time %lx\n",
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@ -116,7 +149,8 @@ void OBActions::motionHandler(const XMotionEvent &e)
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{
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// XXX: i can envision all sorts of crazy shit with this.. gestures, etc
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printf("GUILE: MOTION: win %lx modifiers %u x %d y %d\n",
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(long)e.window, e.state, e.x, e.y);
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(long)e.window, e.state,
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e.x - _posqueue[0]->pos.x(), e.y - _posqueue[0]->pos.y());
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}
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@ -6,11 +6,13 @@
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@brief The action interface for user-available actions
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*/
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#include "otk/display.hh"
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#include "otk/point.hh"
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#include "otk/rect.hh"
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#include "otk/eventhandler.hh"
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extern "C" {
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#include <X11/Xlib.h>
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}
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namespace ob {
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//! The action interface for user-available actions
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@ -20,23 +22,38 @@ namespace ob {
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*/
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class OBActions : public otk::OtkEventHandler {
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public:
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struct MouseButtonAction {
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struct ButtonReleaseAction {
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Window win;
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unsigned int button;
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Time time;
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MouseButtonAction() { win = 0; button = 0; time = 0; }
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ButtonReleaseAction() { win = 0; button = 0; time = 0; }
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};
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struct ButtonPressAction {
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unsigned int button;
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otk::Point pos;
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ButtonPressAction() { button = 0; }
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};
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private:
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// milliseconds XXX: config option
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static const unsigned int DOUBLECLICKDELAY;
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static const int BUTTONS = 5;
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//! The last 2 button release processed for CLICKs
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MouseButtonAction _release;
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//! The mouse button currently being watched from a press for a CLICK
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unsigned int _button;
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//! The last button release processed for CLICKs
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ButtonReleaseAction _release;
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//! The point where the mouse was when each mouse button was pressed
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/*!
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Used for motion events as the starting position.
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*/
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ButtonPressAction *_posqueue[BUTTONS];
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void insertPress(Window win, unsigned int button, Time time);
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//! Insert a button/position in the _posqueue
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void insertPress(const XButtonEvent &e);
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//! Remove a button/position from the _posqueue
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void removePress(const XButtonEvent &e);
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public:
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OBActions();
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