}
if ( ev->xmotion.y != drv->previous_y )
{
drv->pointer_state.RelativeMovementY += ( ev->xmotion.y - drv->previous_y );
drv->previous_y = ev->xmotion.y;
}
if ( ev->xmotion.y != drv->previous_y )
{
drv->pointer_state.RelativeMovementY += ( ev->xmotion.y - drv->previous_y );
drv->previous_y = ev->xmotion.y;