Searched refs:physLimits (Results 1 – 5 of 5) sorted by relevance
166 if (x < pSprite->physLimits.x1) in ProcXIWarpPointer()167 x = pSprite->physLimits.x1; in ProcXIWarpPointer()168 else if (x >= pSprite->physLimits.x2) in ProcXIWarpPointer()169 x = pSprite->physLimits.x2 - 1; in ProcXIWarpPointer()171 if (y < pSprite->physLimits.y1) in ProcXIWarpPointer()172 y = pSprite->physLimits.y1; in ProcXIWarpPointer()173 else if (y >= pSprite->physLimits.y2) in ProcXIWarpPointer()174 y = pSprite->physLimits.y2 - 1; in ProcXIWarpPointer()
70 sprite->physLimits.x1 = 0; in fake_init_sprite()71 sprite->physLimits.y1 = 0; in fake_init_sprite()72 sprite->physLimits.x2 = screen.width; in fake_init_sprite()73 sprite->physLimits.y2 = screen.height; in fake_init_sprite()
550 newBox = pSprite->physLimits; in XineramaConstrainCursor()718 pSprite->physLimits = pSprite->hotLimits; in CheckPhysLimits()727 &pSprite->physLimits); in CheckPhysLimits()729 (*pScreen->ConstrainCursor) (pDev, pScreen, &pSprite->physLimits); in CheckPhysLimits()733 if (new.x < pSprite->physLimits.x1) in CheckPhysLimits()734 new.x = pSprite->physLimits.x1; in CheckPhysLimits()735 else if (new.x >= pSprite->physLimits.x2) in CheckPhysLimits()736 new.x = pSprite->physLimits.x2 - 1; in CheckPhysLimits()737 if (new.y < pSprite->physLimits.y1) in CheckPhysLimits()738 new.y = pSprite->physLimits.y1; in CheckPhysLimits()[all …]
286 inputInfo.pointer->spriteInfo->sprite->physLimits = bounds; in QuartzUpdateScreens()
222 BoxRec physLimits; /* physical constraints of hot spot */ member