dix: add helper functions to build up/verify the sprite trace
Touch events' sprite trace stays the same for the duration of the touch sequence. Signed-off-by: Peter Hutterer <peter.hutterer@who-t.net> Reviewed-by: Chase Douglas <chase.douglas@canonical.com> Reviewed-by: Chase Douglas <chase.douglas@canonical.com>
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40475261ea
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c18a173cf5
87
dix/touch.c
87
dix/touch.c
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@ -506,3 +506,90 @@ TouchEventHistoryReplay(TouchPointInfoPtr ti, DeviceIntPtr dev, XID resource)
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/* FIXME: deliver the event */
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}
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}
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Bool
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TouchBuildDependentSpriteTrace(DeviceIntPtr dev, SpritePtr sprite)
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{
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int i;
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TouchClassPtr t = dev->touch;
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WindowPtr *trace;
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SpritePtr srcsprite;
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/* All touches should have the same sprite trace, so find and reuse an
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* existing touch's sprite if possible, else use the device's sprite. */
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for (i = 0; i < t->num_touches; i++)
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if (t->touches[i].sprite.spriteTraceGood > 0)
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break;
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if (i < t->num_touches)
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srcsprite = &t->touches[i].sprite;
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else if (dev->spriteInfo->sprite)
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srcsprite = dev->spriteInfo->sprite;
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else
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return FALSE;
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if (srcsprite->spriteTraceGood > sprite->spriteTraceSize)
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{
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trace = realloc(sprite->spriteTrace,
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srcsprite->spriteTraceSize * sizeof(*trace));
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if (!trace)
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{
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sprite->spriteTraceGood = 0;
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return FALSE;
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}
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sprite->spriteTrace = trace;
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sprite->spriteTraceSize = srcsprite->spriteTraceGood;
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}
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memcpy(sprite->spriteTrace, srcsprite->spriteTrace,
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srcsprite->spriteTraceGood * sizeof(*trace));
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sprite->spriteTraceGood = srcsprite->spriteTraceGood;
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return TRUE;
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}
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/**
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* Ensure a window trace is present in ti->sprite, constructing one for
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* TouchBegin events.
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*/
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Bool
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TouchEnsureSprite(DeviceIntPtr sourcedev, TouchPointInfoPtr ti,
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InternalEvent *ev)
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{
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TouchClassPtr t = sourcedev->touch;
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SpritePtr sprite = &ti->sprite;
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/* We may not have a sprite if there are no applicable grabs or
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* event selections, or if they've disappeared, or if all the grab
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* owners have rejected the touch. Don't bother delivering motion
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* events if not, but TouchEnd events still need to be processed so
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* we can call FinishTouchPoint and release it for later use. */
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if (ev->any.type == ET_TouchEnd)
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return TRUE;
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else if (ev->any.type != ET_TouchBegin)
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return (sprite->spriteTraceGood > 0);
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if (t->mode == XIDirectTouch)
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{
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/* Focus immediately under the touchpoint in direct touch mode.
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* XXX: Do we need to handle crossing screens here? */
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sprite->spriteTrace[0] =
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sourcedev->spriteInfo->sprite->hotPhys.pScreen->root;
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XYToWindow(sprite, ev->device_event.root_x, ev->device_event.root_y);
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}
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else if (!TouchBuildDependentSpriteTrace(sourcedev, sprite))
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return FALSE;
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if (sprite->spriteTraceGood <= 0)
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return FALSE;
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/* Mark which grabs/event selections we're delivering to: max one grab per
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* window plus the bottom-most event selection. */
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ti->listeners = calloc(sprite->spriteTraceGood + 1, sizeof(*ti->listeners));
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if (!ti->listeners)
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{
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sprite->spriteTraceGood = 0;
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return FALSE;
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}
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ti->num_listeners = 0;
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return TRUE;
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}
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@ -612,6 +612,10 @@ extern void TouchEventHistoryFree(TouchPointInfoPtr ti);
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extern void TouchEventHistoryPush(TouchPointInfoPtr ti, const DeviceEvent *ev);
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extern void TouchEventHistoryReplay(TouchPointInfoPtr ti, DeviceIntPtr dev, XID resource);
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extern Bool TouchEnsureSprite(DeviceIntPtr sourcedev, TouchPointInfoPtr ti,
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InternalEvent *ev);
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extern Bool TouchBuildDependentSpriteTrace(DeviceIntPtr dev, SpritePtr sprite);
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/* misc event helpers */
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extern Mask GetEventMask(DeviceIntPtr dev, xEvent* ev, InputClientsPtr clients);
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extern Mask GetEventFilter(DeviceIntPtr dev, xEvent *event);
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