compositor: Drop weston_surface_to_global()

Just always call weston_surface_to_global_float() instead.
dev
Kristian Høgsberg 13 years ago
parent 9a050afc06
commit b2af93ef8c
  1. 11
      src/compositor.c
  2. 3
      src/compositor.h
  3. 6
      src/shell.c

@ -460,17 +460,6 @@ weston_surface_to_global_fixed(struct weston_surface *surface,
*y = wl_fixed_from_double(yf); *y = wl_fixed_from_double(yf);
} }
WL_EXPORT void
weston_surface_to_global(struct weston_surface *surface,
int32_t sx, int32_t sy, int32_t *x, int32_t *y)
{
GLfloat xf, yf;
weston_surface_to_global_float(surface, sx, sy, &xf, &yf);
*x = floorf(xf);
*y = floorf(yf);
}
static void static void
surface_from_global_float(struct weston_surface *surface, surface_from_global_float(struct weston_surface *surface,
GLfloat x, GLfloat y, GLfloat *sx, GLfloat *sy) GLfloat x, GLfloat y, GLfloat *sx, GLfloat *sy)

@ -447,9 +447,6 @@ struct weston_surface {
void void
weston_surface_update_transform(struct weston_surface *surface); weston_surface_update_transform(struct weston_surface *surface);
void
weston_surface_to_global(struct weston_surface *surface,
int32_t sx, int32_t sy, int32_t *x, int32_t *y);
void void
weston_surface_to_global_fixed(struct weston_surface *surface, weston_surface_to_global_fixed(struct weston_surface *surface,
wl_fixed_t sx, wl_fixed_t sy, wl_fixed_t sx, wl_fixed_t sy,

@ -176,8 +176,8 @@ struct rotate_grab {
struct shell_grab base; struct shell_grab base;
struct weston_matrix rotation; struct weston_matrix rotation;
struct { struct {
int32_t x; GLfloat x;
int32_t y; GLfloat y;
} center; } center;
}; };
@ -1896,7 +1896,7 @@ rotate_binding(struct wl_seat *seat, uint32_t time, uint32_t button,
shell_grab_init(&rotate->base, &rotate_grab_interface, surface); shell_grab_init(&rotate->base, &rotate_grab_interface, surface);
weston_surface_to_global(surface->surface, weston_surface_to_global_float(surface->surface,
surface->surface->geometry.width / 2, surface->surface->geometry.width / 2,
surface->surface->geometry.height / 2, surface->surface->geometry.height / 2,
&rotate->center.x, &rotate->center.y); &rotate->center.x, &rotate->center.y);

Loading…
Cancel
Save