Lines Matching refs:sprite
267 #define RootWindow(sprite) sprite->spriteTrace[0]
304 * sprite with another device.
510 screenno = dev->spriteInfo->sprite->screen->myNum;
526 SpritePtr pSprite = pDev->spriteInfo->sprite;
559 SpritePtr pSprite = pDev->spriteInfo->sprite;
567 the sprite is actually on */
579 SpritePtr pSprite = pDev->spriteInfo->sprite;
610 SpritePtr pSprite = pDev->spriteInfo->sprite;
724 SpritePtr pSprite = pDev->spriteInfo->sprite;
788 SpritePtr pSprite = pDev->spriteInfo->sprite;
887 RootWindow(pDev->spriteInfo->sprite) = pSprite->hot.pScreen->root;
894 SpritePtr pSprite = pDev->spriteInfo->sprite;
923 return pDev->spriteInfo->sprite->confined;
927 * Update the sprite cursor to the given cursor.
936 SpritePtr pSprite = pDev->spriteInfo->sprite;
980 SpritePtr pSprite = pDev->spriteInfo->sprite;
1012 * @return root window where dev's sprite is located
1017 return RootWindow(dev->spriteInfo->sprite);
1021 * @return window underneath the cursor sprite.
1026 return pDev->spriteInfo->sprite->win;
1030 * @return current sprite cursor.
1035 return pDev->spriteInfo->sprite->current;
1039 * Set x/y current sprite position in screen coordinates.
1044 SpritePtr pSprite = pDev->spriteInfo->sprite;
1055 return pDev->spriteInfo->sprite->screen->myNum;
1150 SpritePtr pSprite = device->spriteInfo->sprite;
1249 /* Translate back to the sprite screen since processInputProc
1250 will translate from sprite screen to screen 0 upon reentry
1267 pDev->spriteInfo->sprite->screen->x;
1269 pDev->spriteInfo->sprite->screen->y;
1313 * runs up the sprite tree (spriteTrace) and searches for the window to replay
1355 WindowPtr w = XYToWindow(replayDev->spriteInfo->sprite,
1379 dev->spriteInfo->sprite->hotPhys.pScreen)
1380 dev->spriteInfo->sprite->hotPhys.x =
1381 dev->spriteInfo->sprite->hotPhys.y = 0;
1386 dev->spriteInfo->sprite->hotPhys.pScreen->
1408 != pDev->spriteInfo->sprite->hotPhys.pScreen)
1409 pDev->spriteInfo->sprite->hotPhys.x =
1410 pDev->spriteInfo->sprite->hotPhys.y = 0;
1415 pDev->spriteInfo->sprite->hotPhys.pScreen->
1618 grabinfo->grab->window : mouse->spriteInfo->sprite->win;
1628 != mouse->spriteInfo->sprite->hotPhys.pScreen)
1629 mouse->spriteInfo->sprite->hotPhys.x =
1630 mouse->spriteInfo->sprite->hotPhys.y = 0;
1654 * Delete grab on given device, update the sprite.
1713 mouse->spriteInfo->sprite->win, NotifyUngrab);
1755 oldWin = keybd->spriteInfo->sprite->win;
1806 else if (keybd->spriteInfo->sprite)
1807 focusWin = keybd->spriteInfo->sprite->win;
2819 SpritePtr pSprite = dev->spriteInfo->sprite;
3027 SpritePtr pSprite = inputInfo.pointer->spriteInfo->sprite;
3143 * Update the sprite coordinates based on the event. Update the cursor
3145 * changed. If the window underneath the sprite has changed, change to new
3151 * @return TRUE if the sprite has moved or FALSE otherwise.
3157 SpritePtr pSprite = pDev->spriteInfo->sprite;
3192 RootWindow(pDev->spriteInfo->sprite) =
3255 sprite window == grab_window and no enter/leave events are
3265 * Windows have restructured, we need to update the sprite position and the
3266 * sprite's cursor.
3283 * other than 0,0, the information in the private sprite structure must
3299 pSprite = pDev->spriteInfo->sprite;
3335 * Initialize a sprite for the given device and set it to some sane values. If
3336 * the device already has a sprite alloc'd, don't realloc but just reset to
3338 * If a window is supplied, the sprite will be initialized with the window's
3346 * @param pWin The window where to generate the sprite in.
3356 if (!pDev->spriteInfo->sprite) {
3359 pDev->spriteInfo->sprite = (SpritePtr) calloc(1, sizeof(SpriteRec));
3360 if (!pDev->spriteInfo->sprite)
3361 FatalError("InitializeSprite: failed to allocate sprite struct");
3364 * device had a actual sprite. We need to check for this and reset the
3365 * sprite field for all paired devices.
3367 * The VCK is always paired with the VCP before the VCP has a sprite.
3371 it->spriteInfo->sprite = pDev->spriteInfo->sprite;
3374 inputInfo.keyboard->spriteInfo->sprite = pDev->spriteInfo->sprite;
3377 pSprite = pDev->spriteInfo->sprite;
3400 RootWindow(pDev->spriteInfo->sprite) = pWin;
3450 if (DevHasCursor(dev) && dev->spriteInfo->sprite) {
3451 if (dev->spriteInfo->sprite->current)
3452 FreeCursor(dev->spriteInfo->sprite->current, None);
3453 free(dev->spriteInfo->sprite->spriteTrace);
3454 free(dev->spriteInfo->sprite);
3456 dev->spriteInfo->sprite = NULL;
3461 * Update the mouse sprite info when the server switches from a pScreen to another.
3462 * Otherwise, the pScreen of the mouse sprite is never updated when we switch
3463 * from a pScreen to another. Never updating the pScreen of the mouse sprite
3465 * get pointer events. This is because in CheckMotion(), sprite.hotPhys.pScreen
3485 if (!pDev->spriteInfo->sprite)
3488 pSprite = pDev->spriteInfo->sprite;
3549 pSprite = ptr->spriteInfo->sprite;
3606 pWin = inputInfo.pointer->spriteInfo->sprite->windows[i];
3628 SpritePtr pSprite = PickPointer(client)->spriteInfo->sprite;
3722 pSprite = dev->spriteInfo->sprite;
3812 (&pDev->spriteInfo->sprite->windows[i]->borderSize))
3836 SpritePtr pSprite = device->spriteInfo->sprite;
4208 while (i < device->spriteInfo->sprite->spriteTraceGood)
4209 if (device->spriteInfo->sprite->spriteTrace[i++] == ancestor)
4211 if (i == device->spriteInfo->sprite->spriteTraceGood)
4226 (i >= device->spriteInfo->sprite->spriteTraceGood) ||
4227 (pWin && pWin != device->spriteInfo->sprite->spriteTrace[i - 1]))
4231 for (; i < device->spriteInfo->sprite->spriteTraceGood; i++) {
4232 pWin = device->spriteInfo->sprite->spriteTrace[i];
4255 * @param window Window underneath the sprite.
4288 FixUpEventFromWindow(ptr->spriteInfo->sprite, xi2, focus, None, FALSE);
4302 FixUpEventFromWindow(ptr->spriteInfo->sprite, xE, focus, None, FALSE);
4319 FixUpEventFromWindow(keybd->spriteInfo->sprite, core, focus,
4344 SpritePtr pSprite = dev->spriteInfo->sprite;
4425 SpritePtr pSprite = thisDev->spriteInfo->sprite;
4758 event.u.enterLeave.rootX = mouse->spriteInfo->sprite->hot.x;
4759 event.u.enterLeave.rootY = mouse->spriteInfo->sprite->hot.y;
4761 FixUpEventFromWindow(mouse->spriteInfo->sprite, &event, pWin, None, FALSE);
4838 event->root_x = double_to_fp1616(mouse->spriteInfo->sprite->hot.x);
4839 event->root_y = double_to_fp1616(mouse->spriteInfo->sprite->hot.y);
4861 FixUpEventFromWindow(mouse->spriteInfo->sprite, (xEvent *) event, pWin,
5424 pSprite = mouse->spriteInfo->sprite;
5479 * Initializes the device list and the DIX sprite to sane values. Allocates
5545 SpritePtr pSprite = dev->spriteInfo->sprite;
6054 SpritePtr pSprite = PickPointer(client)->spriteInfo->sprite;
6234 ErrorF("[dix] Device %d does not have a sprite. "