Use a new sprite trace for indirect touches when all touches have physically ended

All touches of an indirect device, such as a trackpad, are sent to the
same window set. When there are no active touches, a new window set is
created; otherwise, the window set of an existing touch is copied.

The current code checks for any logically active touches. This includes
touches that have physically ended but are still logically active due to
unhandled touch grabs. Instead, we want a new window set whenever there
are no physically active touches.

This change skips over logically active but pending end touches, which
are touches that have physically ended.

Signed-off-by: Chase Douglas <chase.douglas@canonical.com>
Reviewed-by: Peter Hutterer <peter.hutterer@who-t.net>
Signed-off-by: Peter Hutterer <peter.hutterer@who-t.net>
This commit is contained in:
Chase Douglas 2012-03-07 16:06:27 -08:00 committed by Peter Hutterer
parent 58427e08a4
commit 31df08a449
1 changed files with 2 additions and 1 deletions

View File

@ -510,7 +510,8 @@ TouchBuildDependentSpriteTrace(DeviceIntPtr dev, SpritePtr sprite)
/* All touches should have the same sprite trace, so find and reuse an
* existing touch's sprite if possible, else use the device's sprite. */
for (i = 0; i < t->num_touches; i++)
if (t->touches[i].sprite.spriteTraceGood > 0)
if (!t->touches[i].pending_finish &&
t->touches[i].sprite.spriteTraceGood > 0)
break;
if (i < t->num_touches)
srcsprite = &t->touches[i].sprite;