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authorKeith Packard <keithp@keithp.com>2014-06-23 14:18:03 -0700
committerKeith Packard <keithp@keithp.com>2014-06-23 14:18:03 -0700
commit736bed2aaf4bb672b6c7b33146fe84700baf22bd (patch)
tree80ba541ee2a33edb6df2bc076a842301b64f6a46
parentce581ac3fa80c4c52d87bd54fa92bc566b7d6adc (diff)
parentd90b5f83010248be65b2039b0b2d0b9e6a4e93cf (diff)
Merge remote-tracking branch 'whot/for-keith'
-rw-r--r--dix/getevents.c80
1 files changed, 60 insertions, 20 deletions
diff --git a/dix/getevents.c b/dix/getevents.c
index ffa89fad2..d68fa96d7 100644
--- a/dix/getevents.c
+++ b/dix/getevents.c
@@ -770,27 +770,65 @@ add_to_scroll_valuator(DeviceIntPtr dev, ValuatorMask *mask, int valuator, doubl
}
+/* FIXME: relative events from devices with absolute axis ranges is
+ fundamentally broken. We map the device coordinate range into the screen
+ range, but don't really account for device resolution in that.
+
+ what we do here is a hack to make touchpads usable. for a given relative
+ motion vector in device coordinates:
+ 1. calculate physical movement on the device in metres
+ 2. calculate pixel vector that is the same physical movement on the
+ screen (times some magic number to provide sensible base speed)
+ 3. calculate what percentage this vector is of the current screen
+ width/height
+ 4. calculate equivalent vector in % on the device's min/max axis range
+ 5. Use that device vector as the actual motion vector
+
+ e.g. 10/50mm on the device, 10/50mm on the screen are 30/100 pixels,
+ 30/100 pixels are 1/3% of the width, 1/3% of the device is a vector of
+ 20/80 -> use 20/80 as dx/dy.
+
+ dx/dy is then applied to the current position in device coordinates,
+ mapped to screen coordinates and thus the movement on the screen reflects
+ the motion direction on the device.
+ */
static void
scale_for_device_resolution(DeviceIntPtr dev, ValuatorMask *mask)
{
- double y;
+ double x, y;
ValuatorClassPtr v = dev->valuator;
int xrange = v->axes[0].max_value - v->axes[0].min_value + 1;
int yrange = v->axes[1].max_value - v->axes[1].min_value + 1;
- double screen_ratio = 1.0 * screenInfo.width/screenInfo.height;
- double device_ratio = 1.0 * xrange/yrange;
- double resolution_ratio = 1.0;
- double ratio;
+ /* Assume 100 units/m for devices without resolution */
+ int xres = 100000, yres = 100000;
- if (!valuator_mask_fetch_double(mask, 1, &y))
- return;
+ /* If we have multiple screens with different dpi, it gets complicated:
+ we have to map which screen we're on and then take the dpi of that
+ screen to be somewhat accurate. */
+ const ScreenPtr s = screenInfo.screens[0];
+ const double screen_res = 1000.0 * s->width/s->mmWidth; /* units/m */
- if (v->axes[0].resolution != 0 && v->axes[1].resolution != 0)
- resolution_ratio = 1.0 * v->axes[0].resolution/v->axes[1].resolution;
+ /* some magic multiplier, so unaccelerated movement of x mm on the
+ device reflects x * magic mm on the screen */
+ const double magic = 4;
- ratio = device_ratio/resolution_ratio/screen_ratio;
- valuator_mask_set_double(mask, 1, y / ratio);
+ if (v->axes[0].resolution != 0 && v->axes[1].resolution != 0) {
+ xres = v->axes[0].resolution;
+ yres = v->axes[1].resolution;
+ }
+
+ if (valuator_mask_isset(mask, 0)) {
+ x = valuator_mask_get_double(mask, 0);
+ x = magic * x/xres * screen_res/screenInfo.width * xrange;
+ valuator_mask_set_double(mask, 0, x);
+ }
+
+ if (valuator_mask_isset(mask, 1)) {
+ y = valuator_mask_get_double(mask, 1);
+ y = magic * y/yres * screen_res/screenInfo.height * yrange;
+ valuator_mask_set_double(mask, 1, y);
+ }
}
/**
@@ -804,15 +842,6 @@ moveRelative(DeviceIntPtr dev, int flags, ValuatorMask *mask)
{
int i;
Bool clip_xy = IsMaster(dev) || !IsFloating(dev);
- ValuatorClassPtr v = dev->valuator;
-
- /* for abs devices in relative mode, we've just scaled wrong, since we
- mapped the device's shape into the screen shape. Undo this. */
- if ((flags & POINTER_ABSOLUTE) == 0 && v && v->numAxes > 1 &&
- v->axes[0].min_value < v->axes[0].max_value &&
- v->axes[1].min_value < v->axes[1].max_value) {
- scale_for_device_resolution(dev, mask);
- }
/* calc other axes, clip, drop back into valuators */
for (i = 0; i < valuator_mask_size(mask); i++) {
@@ -1441,10 +1470,21 @@ fill_pointer_events(InternalEvent *events, DeviceIntPtr pDev, int type,
set_raw_valuators(raw, &mask, raw->valuators.data);
}
else {
+ ValuatorClassPtr v = pDev->valuator;
+
transformRelative(pDev, &mask);
+ /* for abs devices in relative mode, we've just scaled wrong, since we
+ mapped the device's shape into the screen shape. Undo this. */
+ if (v && v->numAxes > 1 &&
+ v->axes[0].min_value < v->axes[0].max_value &&
+ v->axes[1].min_value < v->axes[1].max_value) {
+ scale_for_device_resolution(pDev, &mask);
+ }
+
if (flags & POINTER_ACCELERATE)
accelPointer(pDev, &mask, ms);
+
if ((flags & POINTER_NORAW) == 0 && raw)
set_raw_valuators(raw, &mask, raw->valuators.data);