Don't clear real mods in action modmask

Previously, we would clear out the real modmask when updating the
modmask for action maps, if not using the key's modmask.  The correct
behaviour here is instead to use the key's modmask if using the modmap,
else use the real mods provided with the action originally.

Signed-off-by: Daniel Stone <daniel@fooishbar.org>
master
Daniel Stone 2012-03-21 02:17:58 +00:00
parent f44eed3e9a
commit 1afc6fca4d
1 changed files with 4 additions and 12 deletions

View File

@ -875,23 +875,15 @@ UpdateActionMods(struct xkb_desc *xkb, union xkb_action *act, uint32_t rmodmask)
case XkbSA_SetMods:
case XkbSA_LatchMods:
case XkbSA_LockMods:
if (act->mods.flags & XkbSA_UseModMapMods) {
if (act->mods.flags & XkbSA_UseModMapMods)
act->mods.real_mods = rmodmask;
act->mods.mask = act->mods.real_mods;
}
else {
act->mods.mask = 0;
}
act->mods.mask = act->mods.real_mods;
act->mods.mask |= VModsToReal(xkb, act->mods.vmods);
break;
case XkbSA_ISOLock:
if (act->iso.flags & XkbSA_UseModMapMods) {
if (act->iso.flags & XkbSA_UseModMapMods)
act->iso.real_mods = rmodmask;
act->iso.mask = act->iso.real_mods;
}
else {
act->iso.mask = 0;
}
act->iso.mask = act->iso.real_mods;
act->iso.mask |= VModsToReal(xkb, act->iso.vmods);
break;
default: