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Add agressive event type checking.
Best to FatalError if a wrong event comes in. At least that forces me to fix it really quickly. Signed-off-by: Peter Hutterer <peter.hutterer@who-t.net>
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4 changed files with 18 additions and 0 deletions
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@ -2247,6 +2247,8 @@ DeliverDeviceEvents(WindowPtr pWin, InternalEvent *event, GrabPtr grab,
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xEvent *xE = NULL;
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int rc, count = 0;
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CHECKEVENT(event);
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/* XXX: In theory, we could pass the internal events through to everything
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* and only convert just before hitting the wire. We can't do that yet, so
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* DDE is the last stop for internal events. From here onwards, we deal
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@ -2527,6 +2529,8 @@ CheckMotion(DeviceEvent *ev, DeviceIntPtr pDev)
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WindowPtr prevSpriteWin;
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SpritePtr pSprite = pDev->spriteInfo->sprite;
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CHECKEVENT(ev);
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prevSpriteWin = pSprite->win;
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if (ev && !syncEvents.playingEvents)
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