nuke DarwinEventQueue
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c34fce7051
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@ -56,28 +56,10 @@ in this Software without prior written authorization from The Open Group.
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#define SCROLLWHEELUPFAKE 4
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#define SCROLLWHEELUPFAKE 4
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#define SCROLLWHEELDOWNFAKE 5
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#define SCROLLWHEELDOWNFAKE 5
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#define QUEUE_SIZE 256
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typedef struct _Event {
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xEvent event;
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ScreenPtr pScreen;
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} EventRec, *EventPtr;
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int input_check_zero, input_check_flag;
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int input_check_zero, input_check_flag;
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static int old_flags = 0; // last known modifier state
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static int old_flags = 0; // last known modifier state
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typedef struct _EventQueue {
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HWEventQueueType head, tail; /* long for SetInputCheck */
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CARD32 lastEventTime; /* to avoid time running backwards */
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Bool lastMotion;
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EventRec events[QUEUE_SIZE]; /* static allocation for signals */
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DevicePtr pKbd, pPtr; /* device pointer, to get funcs */
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ScreenPtr pEnqueueScreen; /* screen events are being delivered to */
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ScreenPtr pDequeueScreen; /* screen events are being dispatched to */
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} EventQueueRec, *EventQueuePtr;
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static EventQueueRec darwinEventQueue;
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xEvent *darwinEvents = NULL;
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xEvent *darwinEvents = NULL;
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/*
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/*
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@ -231,21 +213,6 @@ Bool DarwinEQInit(DevicePtr pKbd, DevicePtr pPtr) {
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return TRUE;
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return TRUE;
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}
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}
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/*
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* DarwinEQEnqueue
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* Must be thread safe with ProcessInputEvents.
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* DarwinEQEnqueue - called from event gathering thread
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* ProcessInputEvents - called from X server thread
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* DarwinEQEnqueue should never be called from more than one thread.
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*
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* This should be deprecated in favor of miEQEnqueue -- BB
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*/
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void DarwinEQEnqueue(const xEventPtr e) {
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mieqEnqueue(NULL, e);
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DarwinPokeEQ();
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}
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/*
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/*
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* ProcessInputEvents
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* ProcessInputEvents
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* Read and process events from the event queue until it is empty.
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* Read and process events from the event queue until it is empty.
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@ -409,7 +409,7 @@ QuartzMessageServerThread(
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va_end (args);
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va_end (args);
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}
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}
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DarwinEQEnqueue(&xe);
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mieqEnqueue(NULL, &xe);
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}
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}
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