Input: mousedev - fix sudden warps with touchpads
Pete Zaitcev reports that with his touchpad, if he lifts the finger and places it elsewhere, the pointer sometimes warps dramatically. This happens because we don't store coordinates unless we detect a touch so sometimes we have stale coordinates in queue (from where the finger left the pad) and averaging makes cursor to jump across the screen. The solution is to always store the latest coordinates. Signed-off-by: Dmitry Torokhov <dtor@mail.ru>
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@ -124,32 +124,33 @@ static void mousedev_touchpad_event(struct input_dev *dev, struct mousedev *mous
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int size, tmp;
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enum { FRACTION_DENOM = 128 };
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if (mousedev->touch) {
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size = dev->absmax[ABS_X] - dev->absmin[ABS_X];
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if (size == 0)
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size = 256 * 2;
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switch (code) {
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case ABS_X:
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fx(0) = value;
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if (mousedev->touch && mousedev->pkt_count >= 2) {
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size = dev->absmax[ABS_X] - dev->absmin[ABS_X];
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if (size == 0)
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size = 256 * 2;
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tmp = ((value - fx(2)) * (256 * FRACTION_DENOM)) / size;
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tmp += mousedev->frac_dx;
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mousedev->packet.dx = tmp / FRACTION_DENOM;
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mousedev->frac_dx = tmp - mousedev->packet.dx * FRACTION_DENOM;
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}
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break;
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switch (code) {
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case ABS_X:
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fx(0) = value;
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if (mousedev->pkt_count >= 2) {
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tmp = ((value - fx(2)) * (256 * FRACTION_DENOM)) / size;
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tmp += mousedev->frac_dx;
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mousedev->packet.dx = tmp / FRACTION_DENOM;
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mousedev->frac_dx = tmp - mousedev->packet.dx * FRACTION_DENOM;
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}
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break;
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case ABS_Y:
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fy(0) = value;
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if (mousedev->pkt_count >= 2) {
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tmp = -((value - fy(2)) * (256 * FRACTION_DENOM)) / size;
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tmp += mousedev->frac_dy;
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mousedev->packet.dy = tmp / FRACTION_DENOM;
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mousedev->frac_dy = tmp - mousedev->packet.dy * FRACTION_DENOM;
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}
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break;
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}
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case ABS_Y:
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fy(0) = value;
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if (mousedev->touch && mousedev->pkt_count >= 2) {
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/* use X size to keep the same scale */
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size = dev->absmax[ABS_X] - dev->absmin[ABS_X];
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if (size == 0)
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size = 256 * 2;
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tmp = -((value - fy(2)) * (256 * FRACTION_DENOM)) / size;
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tmp += mousedev->frac_dy;
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mousedev->packet.dy = tmp / FRACTION_DENOM;
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mousedev->frac_dy = tmp - mousedev->packet.dy * FRACTION_DENOM;
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}
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break;
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}
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}
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