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authorChase Douglas <chase.douglas@canonical.com>2012-03-07 16:06:27 -0800
committerJeremy Huddleston <jeremyhu@apple.com>2012-03-30 14:51:29 -0700
commitf8446ad3d71cdf9c2200f5584bd156c629fe3c90 (patch)
tree7737be39047d18862598126505e15e5a3af87e72
parent5a3ec826e653377e8b70e7553d1f0ca72210447c (diff)
Use a new sprite trace for indirect touches when all touches have physically ended
All touches of an indirect device, such as a trackpad, are sent to the same window set. When there are no active touches, a new window set is created; otherwise, the window set of an existing touch is copied. The current code checks for any logically active touches. This includes touches that have physically ended but are still logically active due to unhandled touch grabs. Instead, we want a new window set whenever there are no physically active touches. This change skips over logically active but pending end touches, which are touches that have physically ended. Signed-off-by: Chase Douglas <chase.douglas@canonical.com> Reviewed-by: Peter Hutterer <peter.hutterer@who-t.net> Signed-off-by: Peter Hutterer <peter.hutterer@who-t.net> (cherry picked from commit 31df08a449cf9b6e1740e1c02257997490630d93)
-rw-r--r--dix/touch.c3
1 files changed, 2 insertions, 1 deletions
diff --git a/dix/touch.c b/dix/touch.c
index 5d7132ec9..0829b6545 100644
--- a/dix/touch.c
+++ b/dix/touch.c
@@ -510,7 +510,8 @@ TouchBuildDependentSpriteTrace(DeviceIntPtr dev, SpritePtr sprite)
/* All touches should have the same sprite trace, so find and reuse an
* existing touch's sprite if possible, else use the device's sprite. */
for (i = 0; i < t->num_touches; i++)
- if (t->touches[i].sprite.spriteTraceGood > 0)
+ if (!t->touches[i].pending_finish &&
+ t->touches[i].sprite.spriteTraceGood > 0)
break;
if (i < t->num_touches)
srcsprite = &t->touches[i].sprite;