this._disableHover();
- // The WASD stuff is for debugging in Xephyr, where the arrow
- // keys aren't mapped correctly
-
if (keysym == Clutter.grave)
this._select(this._currentApp, this._nextWindow());
else if (keysym == Clutter.asciitilde)
this._select(this._previousApp());
else
this._select(this._currentApp, this._previousWindow());
- } else if (keysym == Clutter.Left || keysym == Clutter.a)
+ } else if (keysym == Clutter.Left)
this._select(this._currentApp, this._previousWindow());
- else if (keysym == Clutter.Right || keysym == Clutter.d)
+ else if (keysym == Clutter.Right)
this._select(this._currentApp, this._nextWindow());
- else if (keysym == Clutter.Up || keysym == Clutter.w)
+ else if (keysym == Clutter.Up)
this._select(this._currentApp, null, true);
} else {
if (keysym == Clutter.Tab)
this._select(this._nextApp());
else if (keysym == Clutter.ISO_Left_Tab)
this._select(this._previousApp());
- else if (keysym == Clutter.Left || keysym == Clutter.a)
+ else if (keysym == Clutter.Left)
this._select(this._previousApp());
- else if (keysym == Clutter.Right || keysym == Clutter.d)
+ else if (keysym == Clutter.Right)
this._select(this._nextApp());
- else if (keysym == Clutter.Down || keysym == Clutter.s)
+ else if (keysym == Clutter.Down)
this._select(this._currentApp, 0);
}