struct tp_touch **touches,
unsigned int count)
{
- unsigned int i, n = 0;
+ unsigned int n = 0;
struct tp_touch *t;
memset(touches, 0, count * sizeof(struct tp_touch *));
- for (i = 0; i < tp->ntouches; i++) {
- t = &tp->touches[i];
+ tp_for_each_touch(tp, t) {
if (tp_touch_active(tp, t)) {
touches[n++] = t;
if (n == count)
* _all_ fingers have enough pressure, even if some of the slotted
* ones don't. Anything else gets insane quickly.
*/
- for (i = 0; i < (int)tp->ntouches; i++) {
- t = tp_get_touch(tp, i);
+ tp_for_each_touch(tp, t) {
if (t->state == TOUCH_HOVERING) {
/* avoid jumps when landing a finger */
tp_motion_history_reset(t);
*/
if (tp_fake_finger_is_touching(tp) &&
tp->nfingers_down < nfake_touches) {
- for (i = 0; i < (int)tp->ntouches; i++) {
- t = tp_get_touch(tp, i);
-
+ tp_for_each_touch(tp, t) {
if (t->state == TOUCH_HOVERING) {
tp_begin_touch(tp, t, time);
tp_process_state(struct tp_dispatch *tp, uint64_t time)
{
struct tp_touch *t;
- unsigned int i;
bool restart_filter = false;
bool want_motion_reset;
want_motion_reset = tp_need_motion_history_reset(tp);
- for (i = 0; i < tp->ntouches; i++) {
- t = tp_get_touch(tp, i);
-
+ tp_for_each_touch(tp, t) {
if (want_motion_reset) {
tp_motion_history_reset(t);
t->quirks.reset_motion_history = true;