📄 events.c
字号:
register WindowPtr win; register GrabPtr grab = inputInfo.pointer->grab; if (syncEvents.playingEvents) return; if (grab) { if (grab->cursor) { ChangeToCursor(grab->cursor); return; } if (IsParent(grab->window, sprite.win)) win = sprite.win; else win = grab->window; } else win = sprite.win; for (; win; win = win->parent) if (win->optional && win->optional->cursor != NullCursor) { ChangeToCursor(win->optional->cursor); return; }}WindowPtrGetCurrentRootWindow(){ return ROOT;}WindowPtrGetSpriteWindow(){ return sprite.win;}CursorPtrGetSpriteCursor(){ return sprite.current;}voidGetSpritePosition(px, py) int *px, *py;{ *px = sprite.hotPhys.x; *py = sprite.hotPhys.y;}#define TIMESLOP (5 * 60 * 1000) /* 5 minutes */static void#if NeedFunctionPrototypesMonthChangedOrBadTime(register xEvent *xE)#elseMonthChangedOrBadTime(xE) register xEvent *xE;#endif{ /* If the ddx/OS is careless about not processing timestamped events from * different sources in sorted order, then it's possible for time to go * backwards when it should not. Here we ensure a decent time. */ if ((currentTime.milliseconds - xE->u.keyButtonPointer.time) > TIMESLOP) currentTime.months++; else xE->u.keyButtonPointer.time = currentTime.milliseconds;}#define NoticeTime(xE) { \ if ((xE)->u.keyButtonPointer.time < currentTime.milliseconds) \ MonthChangedOrBadTime(xE); \ currentTime.milliseconds = (xE)->u.keyButtonPointer.time; \ lastDeviceEventTime = currentTime; }voidNoticeEventTime(xE) register xEvent *xE;{ if (!syncEvents.playingEvents) NoticeTime(xE);}/************************************************************************** * The following procedures deal with synchronous events * **************************************************************************/voidEnqueueEvent(xE, device, count) xEvent *xE; DeviceIntPtr device; int count;{ register QdEventPtr tail = *syncEvents.pendtail; register QdEventPtr qe; xEvent *qxE; NoticeTime(xE); if (DeviceEventCallback) { DeviceEventInfoRec eventinfo; /* The RECORD spec says that the root window field of motion events * must be valid. At this point, it hasn't been filled in yet, so * we do it here. The long expression below is necessary to get * the current root window; the apparently reasonable alternative * GetCurrentRootWindow()->drawable.id doesn't give you the right * answer on the first motion event after a screen change because * the data that GetCurrentRootWindow relies on hasn't been * updated yet. */ if (xE->u.u.type == MotionNotify) xE->u.keyButtonPointer.root = WindowTable[sprite.hotPhys.pScreen->myNum]->drawable.id; eventinfo.events = xE; eventinfo.count = count; CallCallbacks(&DeviceEventCallback, (pointer)&eventinfo); } if (xE->u.u.type == MotionNotify) { sprite.hotPhys.x = xE->u.keyButtonPointer.rootX; sprite.hotPhys.y = xE->u.keyButtonPointer.rootY; /* do motion compression */ if (tail && (tail->event->u.u.type == MotionNotify) && (tail->pScreen == sprite.hotPhys.pScreen)) { tail->event->u.keyButtonPointer.rootX = sprite.hotPhys.x; tail->event->u.keyButtonPointer.rootY = sprite.hotPhys.y; tail->event->u.keyButtonPointer.time = xE->u.keyButtonPointer.time; tail->months = currentTime.months; return; } } qe = (QdEventPtr)xalloc(sizeof(QdEventRec) + (count * sizeof(xEvent))); if (!qe) return; qe->next = (QdEventPtr)NULL; qe->device = device; qe->pScreen = sprite.hotPhys.pScreen; qe->months = currentTime.months; qe->event = (xEvent *)(qe + 1); qe->evcount = count; for (qxE = qe->event; --count >= 0; qxE++, xE++) *qxE = *xE; if (tail) syncEvents.pendtail = &tail->next; *syncEvents.pendtail = qe;}static void#if NeedFunctionPrototypesPlayReleasedEvents(void)#elsePlayReleasedEvents()#endif{ register QdEventPtr *prev, qe; register DeviceIntPtr dev; prev = &syncEvents.pending; while ( (qe = *prev) ) { if (!qe->device->sync.frozen) { *prev = qe->next; if (*syncEvents.pendtail == *prev) syncEvents.pendtail = prev; if (qe->event->u.u.type == MotionNotify) CheckVirtualMotion(qe, NullWindow); syncEvents.time.months = qe->months; syncEvents.time.milliseconds = qe->event->u.keyButtonPointer.time; (*qe->device->public.processInputProc)(qe->event, qe->device, qe->evcount); xfree(qe); for (dev = inputInfo.devices; dev && dev->sync.frozen; dev = dev->next) ; if (!dev) break; /* Playing the event may have unfrozen another device. */ /* So to play it safe, restart at the head of the queue */ prev = &syncEvents.pending; } else prev = &qe->next; } }static void#if NeedFunctionPrototypesFreezeThaw(register DeviceIntPtr dev, Bool frozen)#elseFreezeThaw(dev, frozen) register DeviceIntPtr dev; Bool frozen;#endif{ dev->sync.frozen = frozen; if (frozen) dev->public.processInputProc = dev->public.enqueueInputProc; else dev->public.processInputProc = dev->public.realInputProc;}voidComputeFreezes(){ register DeviceIntPtr replayDev = syncEvents.replayDev; register int i; WindowPtr w; register xEvent *xE; int count; GrabPtr grab; register DeviceIntPtr dev; for (dev = inputInfo.devices; dev; dev = dev->next) FreezeThaw(dev, dev->sync.other || (dev->sync.state >= FROZEN)); if (syncEvents.playingEvents || (!replayDev && !syncEvents.pending)) return; syncEvents.playingEvents = TRUE; if (replayDev) { xE = replayDev->sync.event; count = replayDev->sync.evcount; syncEvents.replayDev = (DeviceIntPtr)NULL; w = XYToWindow( xE->u.keyButtonPointer.rootX, xE->u.keyButtonPointer.rootY); for (i = 0; i < spriteTraceGood; i++) if (syncEvents.replayWin == spriteTrace[i]) { if (!CheckDeviceGrabs(replayDev, xE, i+1, count)) if (replayDev->focus) DeliverFocusedEvent(replayDev, xE, w, count); else DeliverDeviceEvents(w, xE, NullGrab, NullWindow, replayDev, count); goto playmore; } /* must not still be in the same stack */ if (replayDev->focus) DeliverFocusedEvent(replayDev, xE, w, count); else DeliverDeviceEvents(w, xE, NullGrab, NullWindow, replayDev, count); }playmore: for (dev = inputInfo.devices; dev; dev = dev->next) { if (!dev->sync.frozen) { PlayReleasedEvents(); break; } } syncEvents.playingEvents = FALSE; /* the following may have been skipped during replay, so do it now */ if ((grab = inputInfo.pointer->grab) && grab->confineTo) { if (grab->confineTo->drawable.pScreen != sprite.hotPhys.pScreen) sprite.hotPhys.x = sprite.hotPhys.y = 0; ConfineCursorToWindow(grab->confineTo, TRUE, TRUE); } else ConfineCursorToWindow(WindowTable[sprite.hotPhys.pScreen->myNum], TRUE, FALSE); PostNewCursor();}voidCheckGrabForSyncs(thisDev, thisMode, otherMode) register DeviceIntPtr thisDev; Bool thisMode, otherMode;{ register GrabPtr grab = thisDev->grab; register DeviceIntPtr dev; if (thisMode == GrabModeSync) thisDev->sync.state = FROZEN_NO_EVENT; else { /* free both if same client owns both */ thisDev->sync.state = THAWED; if (thisDev->sync.other && (CLIENT_BITS(thisDev->sync.other->resource) == CLIENT_BITS(grab->resource))) thisDev->sync.other = NullGrab; } for (dev = inputInfo.devices; dev; dev = dev->next) { if (dev != thisDev) { if (otherMode == GrabModeSync) dev->sync.other = grab; else { /* free both if same client owns both */ if (dev->sync.other && (CLIENT_BITS(dev->sync.other->resource) == CLIENT_BITS(grab->resource))) dev->sync.other = NullGrab; } } } ComputeFreezes();}voidActivatePointerGrab(mouse, grab, time, autoGrab) register GrabPtr grab; register DeviceIntPtr mouse; TimeStamp time; Bool autoGrab;{ WindowPtr oldWin = (mouse->grab) ? mouse->grab->window : sprite.win; if (grab->confineTo) { if (grab->confineTo->drawable.pScreen != sprite.hotPhys.pScreen) sprite.hotPhys.x = sprite.hotPhys.y = 0; ConfineCursorToWindow(grab->confineTo, FALSE, TRUE); } DoEnterLeaveEvents(oldWin, grab->window, NotifyGrab); mouse->valuator->motionHintWindow = NullWindow; if (syncEvents.playingEvents) mouse->grabTime = syncEvents.time; else mouse->grabTime = time; if (grab->cursor) grab->cursor->refcnt++; mouse->activeGrab = *grab; mouse->grab = &mouse->activeGrab; mouse->fromPassiveGrab = autoGrab; PostNewCursor(); CheckGrabForSyncs(mouse, (Bool)grab->pointerMode, (Bool)grab->keyboardMode);}voidDeactivatePointerGrab(mouse) register DeviceIntPtr mouse;{ register GrabPtr grab = mouse->grab; register DeviceIntPtr dev; mouse->valuator->motionHintWindow = NullWindow; mouse->grab = NullGrab; mouse->sync.state = NOT_GRABBED; mouse->fromPassiveGrab = FALSE; for (dev = inputInfo.devices; dev; dev = dev->next) { if (dev->sync.other == grab) dev->sync.other = NullGrab; } DoEnterLeaveEvents(grab->window, sprite.win, NotifyUngrab); if (grab->confineTo) ConfineCursorToWindow(ROOT, FALSE, FALSE); PostNewCursor(); if (grab->cursor) FreeCursor(grab->cursor, (Cursor)0); ComputeFreezes();}voidActivateKeyboardGrab(keybd, grab, time, passive) register DeviceIntPtr keybd; GrabPtr grab; TimeStamp time; Bool passive;{ WindowPtr oldWin; if (keybd->grab) oldWin = keybd->grab->window; else if (keybd->focus) oldWin = keybd->focus->win; else oldWin = sprite.win; if (oldWin == FollowKeyboardWin) oldWin = inputInfo.keyboard->focus->win; if (keybd->valuator) keybd->valuator->motionHintWindow = NullWindow; DoFocusEvents(keybd, oldWin, grab->window, NotifyGrab); if (syncEvents.playingEvents) keybd->grabTime = syncEvents.time; else keybd->grabTime = time; keybd->activeGrab = *grab; keybd->grab = &keybd->activeGrab; keybd->fromPassiveGrab = passive; CheckGrabForSyncs(keybd, (Bool)grab->keyboardMode, (Bool)grab->pointerMode);}voidDeactivateKeyboardGrab(keybd) register DeviceIntPtr keybd;{ register GrabPtr grab = keybd->grab; register DeviceIntPtr dev; register WindowPtr focusWin = keybd->focus ? keybd->focus->win : sprite.win; if (focusWin == FollowKeyboardWin) focusWin = inputInfo.keyboard->focus->win; if (keybd->valuator) keybd->valuator->motionHintWindow = NullWindow; keybd->grab = NullGrab; keybd->sync.state = NOT_GRABBED; keybd->fromPassiveGrab = FALSE; for (dev = inputInfo.devices; dev; dev = dev->next) { if (dev->sync.other == grab) dev->sync.other = NullGrab; } DoFocusEvents(keybd, grab->window, focusWin, NotifyUngrab); ComputeFreezes();}voidAllowSome(client, time, thisDev, newState) ClientPtr client; TimeStamp time; register DeviceIntPtr thisDev; int newState;{ Bool thisGrabbed, otherGrabbed, othersFrozen, thisSynced; TimeStamp grabTime; register DeviceIntPtr dev; thisGrabbed = thisDev->grab && SameClient(thisDev->grab, client); thisSynced = FALSE; otherGrabbed = FALSE; othersFrozen = TRUE; grabTime = thisDev->grabTime; for (dev = inputInfo.devices; dev; dev = dev->next) { if (dev == thisDev) continue; if (dev->grab && SameClient(dev->grab, client)) { if (!(thisGrabbed || otherGrabbed) || (CompareTimeStamps(dev->grabTime, grabTime) == LATER)) grabTime = dev->grabTime; otherGrabbed = TRUE; if (thisDev->sync.other == dev->grab) thisSynced = TRUE; if (dev->sync.state < FROZEN) othersFrozen = FALSE; } else if (!dev->sync.other || !SameClient(dev->sync.other, client)) othersFrozen = FALSE; } if (!((thisGrabbed && thisDev->sync.state >= FROZEN) || thisSynced)) return; if ((CompareTimeStamps(time, currentTime) == LATER) || (CompareTimeStamps(time, grabTime) == EARLIER)) return; switch (newState) { case THAWED: /* Async */ if (thisGrabbed) thisDev->sync.state = THAWED; if (thisSynced) thisDev->sync.other = NullGrab; ComputeFreezes(); break; case FREEZE_NEXT_EVENT: /* Sync */ if (thisGrabbed) { thisDev->sync.state = FREEZE_NEXT_EVENT; if (thisSynced) thisDev->sync.other = NullGrab; ComputeFreezes(); } break; case THAWED_BOTH: /* AsyncBoth */ if (othersFrozen) { for (dev = inputInfo.devices; dev; dev = dev->next) { if (dev->grab && SameClient(dev->grab, client)) dev->sync.state = THAWED; if (dev->sync.other && SameClient(dev->sync.other, client)) dev->sync.other = NullGrab; } ComputeFreezes(); } break; case FREEZE_BOTH_NEXT_EVENT: /* SyncBoth */ if (othersFrozen) { for (dev = inputInfo.devices; dev; dev = dev->next) { if (dev->grab && SameClient(dev->grab, client)) dev->sync.state = FREEZE_BOTH_NEXT_EVENT; if (dev->sync.other && SameClient(dev->sync.other, client)) dev->sync.other = NullGrab; }
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -