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-rw-r--r--src/gui/kernel/qevent.cpp32
1 files changed, 16 insertions, 16 deletions
diff --git a/src/gui/kernel/qevent.cpp b/src/gui/kernel/qevent.cpp
index b5c57dbed8..af08d76e7a 100644
--- a/src/gui/kernel/qevent.cpp
+++ b/src/gui/kernel/qevent.cpp
@@ -550,30 +550,30 @@ QSinglePointEvent::QSinglePointEvent(QEvent::Type type, const QPointingDevice *d
bool isWheel = (type == QEvent::Type::Wheel);
auto devPriv = QPointingDevicePrivate::get(const_cast<QPointingDevice *>(pointingDevice()));
auto epd = devPriv->pointById(0);
- QMutableEventPoint &mut = QMutableEventPoint::from(epd->eventPoint);
- Q_ASSERT(mut.device() == dev);
- // mut is now a reference to a non-detached instance that lives in QPointingDevicePrivate::activePoints.
+ QEventPoint &p = epd->eventPoint;
+ Q_ASSERT(p.device() == dev);
+ // p is a reference to a non-detached instance that lives in QPointingDevicePrivate::activePoints.
// Update persistent info in that instance.
if (isPress || isWheel)
- mut.setGlobalLastPosition(globalPos);
+ QMutableEventPoint::setGlobalLastPosition(p, globalPos);
else
- mut.setGlobalLastPosition(mut.globalPosition());
- mut.setGlobalPosition(globalPos);
- if (isWheel && mut.state() != QEventPoint::State::Updated)
- mut.setGlobalPressPosition(globalPos);
+ QMutableEventPoint::setGlobalLastPosition(p, p.globalPosition());
+ QMutableEventPoint::setGlobalPosition(p, globalPos);
+ if (isWheel && p.state() != QEventPoint::State::Updated)
+ QMutableEventPoint::setGlobalPressPosition(p, globalPos);
if (type == MouseButtonDblClick)
- mut.setState(QEventPoint::State::Stationary);
+ QMutableEventPoint::setState(p, QEventPoint::State::Stationary);
else if (button == Qt::NoButton || isWheel)
- mut.setState(QEventPoint::State::Updated);
+ QMutableEventPoint::setState(p, QEventPoint::State::Updated);
else if (isPress)
- mut.setState(QEventPoint::State::Pressed);
+ QMutableEventPoint::setState(p, QEventPoint::State::Pressed);
else
- mut.setState(QEventPoint::State::Released);
- mut.setScenePosition(scenePos);
+ QMutableEventPoint::setState(p, QEventPoint::State::Released);
+ QMutableEventPoint::setScenePosition(p, scenePos);
// Now detach, and update the detached instance with ephemeral state.
- mut.detach();
- mut.setPosition(localPos);
- m_points.append(mut);
+ QMutableEventPoint::detach(p);
+ QMutableEventPoint::setPosition(p, localPos);
+ m_points.append(p);
}
/*! \internal