XQuartz: Don't warp the pointer on server start for XQuartz
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c1caeb52a4
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c0da576d49
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@ -2338,7 +2338,9 @@ DefineInitialRootWindow(WindowPtr win)
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pScreen, sprite.current, &sprite.hotLimits, &sprite.physLimits);
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sprite.confined = FALSE;
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(*pScreen->ConstrainCursor) (pScreen, &sprite.physLimits);
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#ifndef ROOTLESS
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(*pScreen->SetCursorPosition) (pScreen, sprite.hot.x, sprite.hot.y, FALSE);
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#endif
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(*pScreen->DisplayCursor) (pScreen, sprite.current);
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#ifdef PANORAMIX
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@ -294,16 +294,6 @@ QuartzCrossScreen(ScreenPtr pScreen, Bool entering)
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static void
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QuartzWarpCursor(ScreenPtr pScreen, int x, int y)
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{
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static Bool neverMoved = TRUE;
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if (neverMoved)
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{
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/* Don't move the cursor the first time. This is the
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jump-to-center initialization, and it's annoying. */
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neverMoved = FALSE;
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return;
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}
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if (quartzServerVisible)
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{
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int sx, sy;
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