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author | Andreas Kling <awesomekling@gmail.com> | 2019-01-17 02:34:08 +0100 |
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committer | Andreas Kling <awesomekling@gmail.com> | 2019-01-17 02:34:08 +0100 |
commit | 1c63a37bc9f25e23595cec604edb0f2bbc425c9e (patch) | |
tree | f7f32096b380ca8f0e21f306fd2fa3061866e364 | |
parent | d793323254723579b3d193a2fa734bf5c569937e (diff) | |
download | serenity-1c63a37bc9f25e23595cec604edb0f2bbc425c9e.zip |
Only drain mouse/keyboard streams if they actually have data.
Technically we could just grab directly at the CharacterDevices like we've
been doing but I'd like to stay away from in-kernel behavior like that.
This should eventually become a userspace process.
-rw-r--r-- | WindowServer/WSEventLoop.cpp | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/WindowServer/WSEventLoop.cpp b/WindowServer/WSEventLoop.cpp index 1d838e341a..f5f7e105a4 100644 --- a/WindowServer/WSEventLoop.cpp +++ b/WindowServer/WSEventLoop.cpp @@ -104,9 +104,9 @@ void WSEventLoop::wait_for_event() ASSERT_NOT_REACHED(); } - //if (bitmap.get(m_keyboard_fd)) + if (bitmap.get(m_keyboard_fd)) drain_keyboard(); - //if (bitmap.get(m_mouse_fd)) + if (bitmap.get(m_mouse_fd)) drain_mouse(); } |