This is a compiz bug which grabs the key even when the functions are returning False: In the unity code:
bool UnityScreen::showLauncherKeyInitiate (CompAction *action, CompAction::State state, CompOption::Vector &options) { // to receive the Terminate event if (state & CompAction::StateInitKey) action->setState (action->state () | CompAction::StateTermKey);
launcher->ForceShowLauncherStart (); return false; }
bool UnityScreen::showLauncherKeyTerminate (CompAction *action, CompAction::State state, CompOption::Vector &options) { launcher->ForceShowLauncherEnd (); return false; }
-------------------- Sam told: 11:04:03 smspillaz | didrocks: I mean, I guess I could make a returning false action do XPutBackEvent
This is a compiz bug which grabs the key even when the functions are returning False:
In the unity code:
bool :showLauncherKe yInitiate (CompAction *action,
CompAction: :State state,
CompOption: :Vector &options) :StateInitKey) >setState (action->state () | CompAction: :StateTermKey) ;
UnityScreen:
{
// to receive the Terminate event
if (state & CompAction:
action-
launcher- >ForceShowLaunc herStart ();
return false;
}
bool :showLauncherKe yTerminate (CompAction *action,
CompAction: :State state,
CompOption: :Vector &options) >ForceShowLaunc herEnd ();
UnityScreen:
{
launcher-
return false;
}
------- ------- ------
Sam told:
11:04:03 smspillaz | didrocks: I mean, I guess I could make a returning false action do XPutBackEvent