gdouble x0, y0, w, h;
gdouble x1, y1, x2, y2;
static gboolean dragging = FALSE;
+ static gboolean is_control_pressed;
glLabelObject *object;
GdkCursor *cursor;
- gboolean is_control_pressed;
if ( view_highlight->private->view->state != GL_VIEW_STATE_ARROW ) {
/* don't interfere with object creation modes */
case GDK_BUTTON_PRESS:
switch (event->button.button) {
case 1:
+ is_control_pressed = event->button.state & GDK_CONTROL_MASK;
dragging = TRUE;
gnome_canvas_item_grab (handle_item,
GDK_POINTER_MOTION_MASK |
case GDK_BUTTON_RELEASE:
switch (event->button.button) {
case 1:
- is_control_pressed = event->button.state & GDK_CONTROL_MASK;
dragging = FALSE;
get_origin_and_corners (view_highlight,
&x0, &y0, &x1, &y1, &x2, &y2);
case GDK_MOTION_NOTIFY:
if (dragging && (event->motion.state & GDK_BUTTON1_MASK)) {
- is_control_pressed = event->button.state & GDK_CONTROL_MASK;
get_origin_and_corners (view_highlight,
&x0, &y0, &x1, &y1, &x2, &y2);
gnome_canvas_item_w2i (view_highlight->private->group,
gdouble x0, y0, w, h;
gdouble x1, y1, x2, y2;
static gboolean dragging = FALSE;
+ static gboolean is_control_pressed;
glLabelObject *object;
GdkCursor *cursor;
- gboolean is_control_pressed;
if ( view_highlight->private->view->state != GL_VIEW_STATE_ARROW ) {
/* don't interfere with object creation modes */
case GDK_BUTTON_PRESS:
switch (event->button.button) {
case 1:
+ is_control_pressed = event->button.state & GDK_CONTROL_MASK;
dragging = TRUE;
gnome_canvas_item_grab (handle_item,
GDK_POINTER_MOTION_MASK |
case GDK_BUTTON_RELEASE:
switch (event->button.button) {
case 1:
- is_control_pressed = event->button.state & GDK_CONTROL_MASK;
dragging = FALSE;
get_origin_and_corners (view_highlight,
&x0, &y0, &x1, &y1, &x2, &y2);
case GDK_MOTION_NOTIFY:
if (dragging && (event->motion.state & GDK_BUTTON1_MASK)) {
- is_control_pressed = event->button.state & GDK_CONTROL_MASK;
get_origin_and_corners (view_highlight,
&x0, &y0, &x1, &y1, &x2, &y2);
gnome_canvas_item_w2i (view_highlight->private->group,
gdouble x0, y0, w, h;
gdouble x1, y1, x2, y2;
static gboolean dragging = FALSE;
+ static gboolean is_control_pressed;
glLabelObject *object;
GdkCursor *cursor;
- gboolean is_control_pressed;
if ( view_highlight->private->view->state != GL_VIEW_STATE_ARROW ) {
/* don't interfere with object creation modes */
case GDK_BUTTON_PRESS:
switch (event->button.button) {
case 1:
+ is_control_pressed = event->button.state & GDK_CONTROL_MASK;
dragging = TRUE;
gnome_canvas_item_grab (handle_item,
GDK_POINTER_MOTION_MASK |
case GDK_BUTTON_RELEASE:
switch (event->button.button) {
case 1:
- is_control_pressed = event->button.state & GDK_CONTROL_MASK;
dragging = FALSE;
get_origin_and_corners (view_highlight,
&x0, &y0, &x1, &y1, &x2, &y2);
case GDK_MOTION_NOTIFY:
if (dragging && (event->motion.state & GDK_BUTTON1_MASK)) {
- is_control_pressed = event->button.state & GDK_CONTROL_MASK;
get_origin_and_corners (view_highlight,
&x0, &y0, &x1, &y1, &x2, &y2);
gnome_canvas_item_w2i (view_highlight->private->group,
gdouble x0, y0, w, h;
gdouble x1, y1, x2, y2;
static gboolean dragging = FALSE;
+ static gboolean is_control_pressed;
glLabelObject *object;
GdkCursor *cursor;
- gboolean is_control_pressed;
if ( view_highlight->private->view->state != GL_VIEW_STATE_ARROW ) {
/* don't interfere with object creation modes */
gl_debug (DEBUG_VIEW, "BUTTON_PRESS");
switch (event->button.button) {
case 1:
+ is_control_pressed = event->button.state & GDK_CONTROL_MASK;
dragging = TRUE;
gnome_canvas_item_grab (handle_item,
GDK_POINTER_MOTION_MASK |
gl_debug (DEBUG_VIEW, "BUTTON_RELEASE");
switch (event->button.button) {
case 1:
- is_control_pressed = event->button.state & GDK_CONTROL_MASK;
dragging = FALSE;
get_origin_and_corners (view_highlight,
&x0, &y0, &x1, &y1, &x2, &y2);
case GDK_MOTION_NOTIFY:
gl_debug (DEBUG_VIEW, "MOTION_NOTIFY");
if (dragging && (event->motion.state & GDK_BUTTON1_MASK)) {
- is_control_pressed = event->button.state & GDK_CONTROL_MASK;
get_origin_and_corners (view_highlight,
&x0, &y0, &x1, &y1, &x2, &y2);
gnome_canvas_item_w2i (view_highlight->private->group,