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Rename TouchEnsureSprite to TouchBuildSprite and event type checks
The function will be used for building a sprite for pointer emulation
after an explicit device grab. This commit refactors the code so that
TouchBuildSprite will function with any event type and moves the checks
to the caller.
Signed-off-by: Chase Douglas <chase.douglas@canonical.com>
Reviewed-by: Peter Hutterer <peter.hutterer@who-t.net>
(cherry picked from commit 3d06bfe93d)
This commit is contained in:
parent
7be71cb089
commit
da9cedb1e5
3 changed files with 8 additions and 16 deletions
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@ -1625,9 +1625,11 @@ ProcessTouchEvent(InternalEvent *ev, DeviceIntPtr dev)
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CheckMotion(&ev->device_event, dev);
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/* Make sure we have a valid window trace for event delivery; must be
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* called after event type mutation. */
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* called after event type mutation. Touch end events are always processed
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* in order to end touch records. */
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/* FIXME: check this */
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if (!TouchEnsureSprite(dev, ti, ev))
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if ((type == ET_TouchBegin && !TouchBuildSprite(dev, ti, ev)) ||
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(type != ET_TouchEnd && ti->sprite.spriteTraceGood == 0))
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return;
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/* TouchOwnership events are handled separately from the rest, as they
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14
dix/touch.c
14
dix/touch.c
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@ -542,22 +542,12 @@ TouchBuildDependentSpriteTrace(DeviceIntPtr dev, SpritePtr sprite)
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* TouchBegin events.
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*/
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Bool
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TouchEnsureSprite(DeviceIntPtr sourcedev, TouchPointInfoPtr ti,
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InternalEvent *ev)
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TouchBuildSprite(DeviceIntPtr sourcedev, TouchPointInfoPtr ti,
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InternalEvent *ev)
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{
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TouchClassPtr t = sourcedev->touch;
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SpritePtr sprite = &ti->sprite;
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/* We may not have a sprite if there are no applicable grabs or
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* event selections, or if they've disappeared, or if all the grab
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* owners have rejected the touch. Don't bother delivering motion
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* events if not, but TouchEnd events still need to be processed so
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* we can call FinishTouchPoint and release it for later use. */
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if (ev->any.type == ET_TouchEnd)
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return TRUE;
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else if (ev->any.type != ET_TouchBegin)
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return (sprite->spriteTraceGood > 0);
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if (t->mode == XIDirectTouch) {
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/* Focus immediately under the touchpoint in direct touch mode.
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* XXX: Do we need to handle crossing screens here? */
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@ -563,8 +563,8 @@ extern void TouchAddListener(TouchPointInfoPtr ti, XID resource,
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extern Bool TouchRemoveListener(TouchPointInfoPtr ti, XID resource);
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extern void TouchSetupListeners(DeviceIntPtr dev, TouchPointInfoPtr ti,
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InternalEvent *ev);
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extern Bool TouchEnsureSprite(DeviceIntPtr sourcedev, TouchPointInfoPtr ti,
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InternalEvent *ev);
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extern Bool TouchBuildSprite(DeviceIntPtr sourcedev, TouchPointInfoPtr ti,
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InternalEvent *ev);
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extern Bool TouchBuildDependentSpriteTrace(DeviceIntPtr dev, SpritePtr sprite);
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extern int TouchConvertToPointerEvent(const InternalEvent *ev,
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InternalEvent *motion,
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