> I don't have any code to show as I just checked what wall did but expo didn't.
> As DnD fails, I assume you're emitting those events right when expo
> starts/quits(?). If you emit the events only when expo calls moveViewport, it
> shouldn't affect DnD windows (emitting those events equals to situation
> without grid). So something like this could work:
> screen->handleCompizEvent ("expo","start_viewport_switch",
> CompOption::Vector());
> screen->moveViewport(...)
> screen->handleCompizEvent ("expo","end_viewport_switch",
> CompOption::Vector());
>
> I don't have time to test it right now, but I can try it later...
Yeah - that might indeed be the problem. I'll try that and will report here...
Thanks 4 your involvement, sampo555 - and sorry for spelling your synonym
incorrectly before ;)
> I don't have any code to show as I just checked what wall did but expo didn't. >handleCompizEv ent ("expo" ,"start_ viewport_ switch" , :Vector( )); >moveViewport( ...) >handleCompizEv ent ("expo" ,"end_viewport_ switch" , :Vector( ));
> As DnD fails, I assume you're emitting those events right when expo
> starts/quits(?). If you emit the events only when expo calls moveViewport, it
> shouldn't affect DnD windows (emitting those events equals to situation
> without grid). So something like this could work:
> screen-
> CompOption:
> screen-
> screen-
> CompOption:
>
> I don't have time to test it right now, but I can try it later...
Yeah - that might indeed be the problem. I'll try that and will report here...
Thanks 4 your involvement, sampo555 - and sorry for spelling your synonym
incorrectly before ;)