From 95dbfcf8828c041c218145afc87d21a6c9c7bc02 Mon Sep 17 00:00:00 2001 From: Daniel Stone Date: Thu, 17 Aug 2006 21:18:18 +0300 Subject: [PATCH] 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. --- dix/events.c | 89 +++++++++------------------------------------------- 1 file changed, 14 insertions(+), 75 deletions(-) diff --git a/dix/events.c b/dix/events.c index 781e467a7..f7eacf683 100644 --- a/dix/events.c +++ b/dix/events.c @@ -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);