barriers: Reindent the constrainment hook
This is to make future diffs much cleaner. Best viewed with -w. Signed-off-by: Jasper St. Pierre <jstpierre@mecheye.net> Reviewed-by: Peter Hutterer <peter.hutterer@who-t.net>
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@ -311,43 +311,44 @@ input_constrain_cursor(DeviceIntPtr dev, ScreenPtr screen,
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BarrierScreenPtr cs = GetBarrierScreen(screen);
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int x = dest_x,
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y = dest_y;
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int dir;
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int i;
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struct PointerBarrier *nearest = NULL;
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PointerBarrierClientPtr c;
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if (!xorg_list_is_empty(&cs->barriers) && !IsFloating(dev)) {
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int dir;
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int i;
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struct PointerBarrier *nearest = NULL;
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PointerBarrierClientPtr c;
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if (xorg_list_is_empty(&cs->barriers) || IsFloating(dev))
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goto out;
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/* How this works:
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* Given the origin and the movement vector, get the nearest barrier
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* to the origin that is blocking the movement.
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* Clamp to that barrier.
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* Then, check from the clamped intersection to the original
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* destination, again finding the nearest barrier and clamping.
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*/
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dir = barrier_get_direction(current_x, current_y, x, y);
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/* How this works:
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* Given the origin and the movement vector, get the nearest barrier
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* to the origin that is blocking the movement.
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* Clamp to that barrier.
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* Then, check from the clamped intersection to the original
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* destination, again finding the nearest barrier and clamping.
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*/
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dir = barrier_get_direction(current_x, current_y, x, y);
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#define MAX_BARRIERS 2
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for (i = 0; i < MAX_BARRIERS; i++) {
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c = barrier_find_nearest(cs, dev, dir, current_x, current_y, x, y);
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if (!c)
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break;
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for (i = 0; i < MAX_BARRIERS; i++) {
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c = barrier_find_nearest(cs, dev, dir, current_x, current_y, x, y);
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if (!c)
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break;
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nearest = &c->barrier;
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nearest = &c->barrier;
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barrier_clamp_to_barrier(nearest, dir, &x, &y);
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barrier_clamp_to_barrier(nearest, dir, &x, &y);
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if (barrier_is_vertical(nearest)) {
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dir &= ~(BarrierNegativeX | BarrierPositiveX);
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current_x = x;
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}
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else if (barrier_is_horizontal(nearest)) {
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dir &= ~(BarrierNegativeY | BarrierPositiveY);
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current_y = y;
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}
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if (barrier_is_vertical(nearest)) {
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dir &= ~(BarrierNegativeX | BarrierPositiveX);
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current_x = x;
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}
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else if (barrier_is_horizontal(nearest)) {
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dir &= ~(BarrierNegativeY | BarrierPositiveY);
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current_y = y;
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}
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}
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out:
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*out_x = x;
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*out_y = y;
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}
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