events.c: make XEvIE a little less verbose

Change a lot of:
 #ifdef XEVIE
 xeviehot.x =
 #endif
 sprite.hot.x = ...
 #ifdef XEVIE
 xeviehot.y =
 #endif
 sprite.hot.y = ...
to one single
 #ifdef XEVIE
 xeviehot.x = sprite.hot.x;
 xeviehot.y = sprite.hot.y;
 #endif
at the end of the functions.
This commit is contained in:
Daniel Stone 2006-08-17 21:18:18 +03:00 committed by Daniel Stone
parent c6c39afde3
commit 95dbfcf882

View File

@ -462,13 +462,7 @@ XineramaCheckVirtualMotion(
if (qe)
{
sprite.hot.pScreen = qe->pScreen; /* should always be Screen 0 */
#ifdef XEVIE
xeviehot.x =
#endif
sprite.hot.x = qe->event->u.keyButtonPointer.rootX;
#ifdef XEVIE
xeviehot.y =
#endif
sprite.hot.y = qe->event->u.keyButtonPointer.rootY;
pWin = inputInfo.pointer->grab ? inputInfo.pointer->grab->confineTo :
NullWindow;
@ -505,24 +499,12 @@ XineramaCheckVirtualMotion(
lims = *REGION_EXTENTS(sprite.screen, &sprite.Reg2);
if (sprite.hot.x < lims.x1)
#ifdef XEVIE
xeviehot.x =
#endif
sprite.hot.x = lims.x1;
else if (sprite.hot.x >= lims.x2)
#ifdef XEVIE
xeviehot.x =
#endif
sprite.hot.x = lims.x2 - 1;
if (sprite.hot.y < lims.y1)
#ifdef XEVIE
xeviehot.y =
#endif
sprite.hot.y = lims.y1;
else if (sprite.hot.y >= lims.y2)
#ifdef XEVIE
xeviehot.y =
#endif
sprite.hot.y = lims.y2 - 1;
if (REGION_NUM_RECTS(&sprite.Reg2) > 1)
@ -535,6 +517,10 @@ XineramaCheckVirtualMotion(
qe->event->u.keyButtonPointer.rootY = sprite.hot.y;
}
}
#ifdef XEVIE
xeviehot.x = sprite.hot.x;
xeviehot.y = sprite.hot.y;
#endif
}
@ -552,33 +538,15 @@ XineramaCheckMotion(xEvent *xE)
panoramiXdataPtr[0].x;
XE_KBPTR.rootY += panoramiXdataPtr[sprite.screen->myNum].y -
panoramiXdataPtr[0].y;
#ifdef XEVIE
xeviehot.x =
#endif
sprite.hot.x = XE_KBPTR.rootX;
#ifdef XEVIE
xeviehot.y =
#endif
sprite.hot.y = XE_KBPTR.rootY;
if (sprite.hot.x < sprite.physLimits.x1)
#ifdef XEVIE
xeviehot.x =
#endif
sprite.hot.x = sprite.physLimits.x1;
else if (sprite.hot.x >= sprite.physLimits.x2)
#ifdef XEVIE
xeviehot.x =
#endif
sprite.hot.x = sprite.physLimits.x2 - 1;
if (sprite.hot.y < sprite.physLimits.y1)
#ifdef XEVIE
xeviehot.y =
#endif
sprite.hot.y = sprite.physLimits.y1;
else if (sprite.hot.y >= sprite.physLimits.y2)
#ifdef XEVIE
xeviehot.y =
#endif
sprite.hot.y = sprite.physLimits.y2 - 1;
if (sprite.hotShape)
@ -596,6 +564,8 @@ XineramaCheckMotion(xEvent *xE)
}
#ifdef XEVIE
xeviehot.x = sprite.hot.x;
xeviehot.y = sprite.hot.y;
xeviewin =
#endif
sprite.win = XYToWindow(sprite.hot.x, sprite.hot.y);
@ -821,13 +791,7 @@ CheckVirtualMotion(
if (qe)
{
sprite.hot.pScreen = qe->pScreen;
#ifdef XEVIE
xeviehot.x =
#endif
sprite.hot.x = qe->event->u.keyButtonPointer.rootX;
#ifdef XEVIE
xeviehot.y =
#endif
sprite.hot.y = qe->event->u.keyButtonPointer.rootY;
pWin = inputInfo.pointer->grab ? inputInfo.pointer->grab->confineTo :
NullWindow;
@ -839,31 +803,16 @@ CheckVirtualMotion(
if (sprite.hot.pScreen != pWin->drawable.pScreen)
{
sprite.hot.pScreen = pWin->drawable.pScreen;
#ifdef XEVIE
xeviehot.x = xeviehot.y = 0;
#endif
sprite.hot.x = sprite.hot.y = 0;
}
lims = *REGION_EXTENTS(pWin->drawable.pScreen, &pWin->borderSize);
if (sprite.hot.x < lims.x1)
#ifdef XEVIE
xeviehot.x =
#endif
sprite.hot.x = lims.x1;
else if (sprite.hot.x >= lims.x2)
#ifdef XEVIE
xeviehot.x =
#endif
sprite.hot.x = lims.x2 - 1;
if (sprite.hot.y < lims.y1)
#ifdef XEVIE
xeviehot.y =
#endif
sprite.hot.y = lims.y1;
else if (sprite.hot.y >= lims.y2)
#ifdef XEVIE
xeviehot.y =
#endif
sprite.hot.y = lims.y2 - 1;
#ifdef SHAPE
if (wBoundingShape(pWin))
@ -876,6 +825,10 @@ CheckVirtualMotion(
qe->event->u.keyButtonPointer.rootY = sprite.hot.y;
}
}
#ifdef XEVIE
xeviehot.x = sprite.hot.x;
xeviehot.y = sprite.hot.y;
#endif
ROOT = WindowTable[sprite.hot.pScreen->myNum];
}
@ -2057,34 +2010,20 @@ CheckMotion(xEvent *xE)
sprite.hot.pScreen = sprite.hotPhys.pScreen;
ROOT = WindowTable[sprite.hot.pScreen->myNum];
}
#ifdef XEVIE
xeviehot.x =
#endif
sprite.hot.x = XE_KBPTR.rootX;
#ifdef XEVIE
xeviehot.y =
#endif
sprite.hot.y = XE_KBPTR.rootY;
if (sprite.hot.x < sprite.physLimits.x1)
#ifdef XEVIE
xeviehot.x =
#endif
sprite.hot.x = sprite.physLimits.x1;
else if (sprite.hot.x >= sprite.physLimits.x2)
#ifdef XEVIE
xeviehot.x =
#endif
sprite.hot.x = sprite.physLimits.x2 - 1;
if (sprite.hot.y < sprite.physLimits.y1)
#ifdef XEVIE
xeviehot.y =
#endif
sprite.hot.y = sprite.physLimits.y1;
else if (sprite.hot.y >= sprite.physLimits.y2)
#ifdef XEVIE
xeviehot.y =
#endif
sprite.hot.y = sprite.physLimits.y2 - 1;
#ifdef XEVIE
xeviehot.x = sprite.hot.x;
xeviehot.y = sprite.hot.y;
#endif
#ifdef SHAPE
if (sprite.hotShape)
ConfineToShape(sprite.hotShape, &sprite.hot.x, &sprite.hot.y);