gut darwinEQEnqueue, and make it just call mieqEnqueue (for the moment)
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@ -199,7 +199,11 @@ void DarwinEventHandler(int screenNum, xEventPtr xe, DeviceIntPtr dev, int neven
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int i;
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DEBUG_LOG("DarwinEventHandler(%d, %p, %p, %d)\n", screenNum, xe, dev, nevents);
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for (i=0; i<nevents; i++) QuartzProcessEvent(&xe[i]);
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for (i=0; i<nevents; i++) {
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if (xe[i].u.u.type == kXquartzDeactivate)
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DarwinReleaseModifiers();
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QuartzProcessEvent(&xe[i]);
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}
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}
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Bool DarwinEQInit(DevicePtr pKbd, DevicePtr pPtr) {
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@ -242,40 +246,10 @@ Bool DarwinEQInit(DevicePtr pKbd, DevicePtr pPtr) {
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* This should be deprecated in favor of miEQEnqueue -- BB
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*/
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void DarwinEQEnqueue(const xEventPtr e) {
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HWEventQueueType oldtail, newtail;
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oldtail = darwinEventQueue.tail;
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// mieqEnqueue() collapses successive motion events into one event.
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// This is difficult to do in a thread-safe way and rarely useful.
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newtail = oldtail + 1;
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if (newtail == QUEUE_SIZE) newtail = 0;
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/* Toss events which come in late */
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if (newtail == darwinEventQueue.head) return;
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darwinEventQueue.events[oldtail].event = *e;
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/*
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* Make sure that event times don't go backwards - this
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* is "unnecessary", but very useful
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*/
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if (e->u.keyButtonPointer.time < darwinEventQueue.lastEventTime &&
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darwinEventQueue.lastEventTime - e->u.keyButtonPointer.time < 10000)
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{
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darwinEventQueue.events[oldtail].event.u.keyButtonPointer.time =
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darwinEventQueue.lastEventTime;
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}
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darwinEventQueue.events[oldtail].pScreen = darwinEventQueue.pEnqueueScreen;
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// Update the tail after the event is prepared
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darwinEventQueue.tail = newtail;
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// Signal there is an event ready to handle
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DarwinPokeEQ();
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mieqEnqueue(NULL, e);
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DarwinPokeEQ();
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}
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/*
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* DarwinEQPointerPost
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* Post a pointer event. Used by the mipointer.c routines.
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