From bug 626112 update 8:
"During init when querying all windows, Unity/X11 enumerates all
windows' properties and passes the properties down to the property
event handler via fake property events. Without initializing to 0,
fakeEvent.xproperty.state may be set to "PropertyDelete", so code
lower in the stack may mistakenly think that windows' initial
properties are actually *removed* properties."
Signed-off-by: Marcelo Vanzin <mvanzin@vmware.com>
&propCount);
if (!UnityPlatformGetErrorCount(up)) {
for (i = 0; i < propCount; i++) {
- XEvent fakeEvent;
+ XEvent fakeEvent = {0,};
+ fakeEvent.xproperty.state = PropertyNewValue;
fakeEvent.xproperty.atom = props[i];
UPWindowProcessPropertyEvent(up, upw, &fakeEvent);
}