[PATCH] render: Reset animated cursor timer when sprite changes.
msrb at suse.com
msrb at suse.com
Thu Aug 31 06:47:58 UTC 2017
From: Michal Srb <msrb at suse.com>
Previously the timer would not reset if the sprite changed and timer from a
previous animated cursor was pending. That caused trouble with non-looped
animated cursors that use very long delay on the last frame to prevent looping.
No animation played after such non-looped animation played once.
Bugzilla: https://bugs.freedesktop.org/99798
---
render/animcur.c | 8 +++-----
1 file changed, 3 insertions(+), 5 deletions(-)
diff --git a/render/animcur.c b/render/animcur.c
index 52e6b8b79..4216c3a40 100644
--- a/render/animcur.c
+++ b/render/animcur.c
@@ -204,11 +204,9 @@ AnimCurDisplayCursor(DeviceIntPtr pDev, ScreenPtr pScreen, CursorPtr pCursor)
pDev->spriteInfo->anim.pCursor = pCursor;
pDev->spriteInfo->anim.pScreen = pScreen;
- if (!as->timer_set) {
- TimerSet(as->timer, TimerAbsolute, pDev->spriteInfo->anim.time,
- AnimCurTimerNotify, pScreen);
- as->timer_set = TRUE;
- }
+ TimerSet(as->timer, TimerAbsolute, pDev->spriteInfo->anim.time,
+ AnimCurTimerNotify, pScreen);
+ as->timer_set = TRUE;
}
}
else
--
2.12.3
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