Merge lp:~mc-return/compiz/compiz.merge-fix771448-desktop-wall-edge-flipping-broken into lp:compiz/0.9.10
Proposed by
MC Return
Status: | Merged |
---|---|
Approved by: | Sam Spilsbury |
Approved revision: | 3680 |
Merged at revision: | 3707 |
Proposed branch: | lp:~mc-return/compiz/compiz.merge-fix771448-desktop-wall-edge-flipping-broken |
Merge into: | lp:compiz/0.9.10 |
Diff against target: |
440 lines (+138/-128) 5 files modified
plugins/wall/src/wall.cpp (+76/-121) plugins/wall/src/wall.h (+2/-5) plugins/wall/wall.xml.in (+4/-1) src/screen.cpp (+7/-1) tests/manual/plugins/wall.txt (+49/-0) |
To merge this branch: | bzr merge lp:~mc-return/compiz/compiz.merge-fix771448-desktop-wall-edge-flipping-broken |
Related bugs: |
|
Reviewer | Review Type | Date Requested | Status |
---|---|---|---|
PS Jenkins bot (community) | continuous-integration | Approve | |
Sam Spilsbury | Approve | ||
Review via email: mp+161103@code.launchpad.net |
Commit message
Wall:
Fixed broken wall edge flipping functions:
"Edge Flip Pointer"
"Edge Flip Move"
Removed void WallScreen:
This function not needed hereat all, no other plugin
needs to re-define the screen edge regions by itself -
just core should do that.
The screen edge region updating also confused the edge flipping functionality.
case ConfigureNotify: just breaks out now
Added missing default: case and a break (just a style issue).
Minor cleanup in bool WallScreen:
One declaration per line.
Note: "Edge Flip DnD" still seems to be broken, but will be fixed in a follow-up
proposal.
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I figured the screen edge update stuff would be controversial when I added it a few years ago.
The reason why its there is because the screen edge detection windows had an annoying tendency to block input on, eg, panels. That was really, really, annoying.
Instead of removing them, I'd suggest trying to say if you can make it work with that code.
The way it's meant to work as I understand it is that when a window is being dragged, the screen edges will be dynamically re-enabled. Although it was really complicated to get right now I remember, because we had to detect when a grab happened and then figure out whether or not the edges should be enabled because of XDnD grabs being external to our own.
I might branch this off myself tonight and see if I can come up with something a bit better, as it was quite complicated.