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>
This commit is contained in:
Chase Douglas 2012-04-17 13:56:08 -07:00 committed by Chase Douglas
parent 2efbed23c2
commit 3d06bfe93d
3 changed files with 8 additions and 16 deletions

View File

@ -1625,9 +1625,11 @@ ProcessTouchEvent(InternalEvent *ev, DeviceIntPtr dev)
CheckMotion(&ev->device_event, dev);
/* Make sure we have a valid window trace for event delivery; must be
* called after event type mutation. */
* called after event type mutation. Touch end events are always processed
* in order to end touch records. */
/* FIXME: check this */
if (!TouchEnsureSprite(dev, ti, ev))
if ((type == ET_TouchBegin && !TouchBuildSprite(dev, ti, ev)) ||
(type != ET_TouchEnd && ti->sprite.spriteTraceGood == 0))
return;
/* TouchOwnership events are handled separately from the rest, as they

View File

@ -542,22 +542,12 @@ TouchBuildDependentSpriteTrace(DeviceIntPtr dev, SpritePtr sprite)
* TouchBegin events.
*/
Bool
TouchEnsureSprite(DeviceIntPtr sourcedev, TouchPointInfoPtr ti,
InternalEvent *ev)
TouchBuildSprite(DeviceIntPtr sourcedev, TouchPointInfoPtr ti,
InternalEvent *ev)
{
TouchClassPtr t = sourcedev->touch;
SpritePtr sprite = &ti->sprite;
/* We may not have a sprite if there are no applicable grabs or
* event selections, or if they've disappeared, or if all the grab
* owners have rejected the touch. Don't bother delivering motion
* events if not, but TouchEnd events still need to be processed so
* we can call FinishTouchPoint and release it for later use. */
if (ev->any.type == ET_TouchEnd)
return TRUE;
else if (ev->any.type != ET_TouchBegin)
return (sprite->spriteTraceGood > 0);
if (t->mode == XIDirectTouch) {
/* Focus immediately under the touchpoint in direct touch mode.
* XXX: Do we need to handle crossing screens here? */

View File

@ -563,8 +563,8 @@ extern void TouchAddListener(TouchPointInfoPtr ti, XID resource,
extern Bool TouchRemoveListener(TouchPointInfoPtr ti, XID resource);
extern void TouchSetupListeners(DeviceIntPtr dev, TouchPointInfoPtr ti,
InternalEvent *ev);
extern Bool TouchEnsureSprite(DeviceIntPtr sourcedev, TouchPointInfoPtr ti,
InternalEvent *ev);
extern Bool TouchBuildSprite(DeviceIntPtr sourcedev, TouchPointInfoPtr ti,
InternalEvent *ev);
extern Bool TouchBuildDependentSpriteTrace(DeviceIntPtr dev, SpritePtr sprite);
extern int TouchConvertToPointerEvent(const InternalEvent *ev,
InternalEvent *motion,