/* Now update the level masks for all the types to reflect the vmods. */
for (i = 0; i < keymap->num_types; i++) {
- xkb_mod_mask_t mask = 0;
type = &keymap->types[i];
type->mods.mask = type->mods.real_mods;
type->mods.mask |= VModsToReal(keymap, type->mods.vmods);
- /* FIXME: We compute the mask with doing anything with it? */
- for (vmod = 0; vmod < XkbNumVirtualMods; vmod++) {
- if (!(type->mods.vmods & (1 << vmod)))
- continue;
- mask |= keymap->vmods[vmod];
- }
-
for (j = 0; j < type->num_entries; j++) {
type->map[j].mods.mask = 0;
type->map[j].mods.mask |= type->map[j].mods.real_mods;