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https://github.com/hyprwm/Hyprland
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improve constraint handling
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parent
11e841580f
commit
137cf9e582
2 changed files with 17 additions and 18 deletions
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@ -31,6 +31,8 @@
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const auto RECTSARR = pixman_region32_rectangles(region, &rectsNum); \
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const auto RECTSARR = pixman_region32_rectangles(region, &rectsNum); \
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for (int i = 0; i < rectsNum; ++i)
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for (int i = 0; i < rectsNum; ++i)
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#define PIXMAN_REGION_FOREACH(region) PIXMAN_DAMAGE_FOREACH(region)
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#define interface class
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#define interface class
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@ -73,6 +73,7 @@ void CInputManager::mouseMoveUnified(uint32_t time, bool refocus) {
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// XWayland windows sometimes issue constraints weirdly.
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// XWayland windows sometimes issue constraints weirdly.
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// TODO: We probably should search their parent. wlr_xwayland_surface->parent
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// TODO: We probably should search their parent. wlr_xwayland_surface->parent
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const auto CONSTRAINTWINDOW = g_pCompositor->getConstraintWindow(g_pCompositor->m_sSeat.mouse);
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const auto CONSTRAINTWINDOW = g_pCompositor->getConstraintWindow(g_pCompositor->m_sSeat.mouse);
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const auto PCONSTRAINT = g_pCompositor->m_sSeat.mouse->currentConstraint;
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if (!CONSTRAINTWINDOW) {
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if (!CONSTRAINTWINDOW) {
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unconstrainMouse();
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unconstrainMouse();
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@ -82,27 +83,23 @@ void CInputManager::mouseMoveUnified(uint32_t time, bool refocus) {
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const auto CONSTRAINTPOS = CONSTRAINTWINDOW->m_bIsX11 ? Vector2D(CONSTRAINTWINDOW->m_uSurface.xwayland->x, CONSTRAINTWINDOW->m_uSurface.xwayland->y) : CONSTRAINTWINDOW->m_vRealPosition.vec();
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const auto CONSTRAINTPOS = CONSTRAINTWINDOW->m_bIsX11 ? Vector2D(CONSTRAINTWINDOW->m_uSurface.xwayland->x, CONSTRAINTWINDOW->m_uSurface.xwayland->y) : CONSTRAINTWINDOW->m_vRealPosition.vec();
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const auto CONSTRAINTSIZE = CONSTRAINTWINDOW->m_bIsX11 ? Vector2D(CONSTRAINTWINDOW->m_uSurface.xwayland->width, CONSTRAINTWINDOW->m_uSurface.xwayland->height) : CONSTRAINTWINDOW->m_vRealSize.vec();
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const auto CONSTRAINTSIZE = CONSTRAINTWINDOW->m_bIsX11 ? Vector2D(CONSTRAINTWINDOW->m_uSurface.xwayland->width, CONSTRAINTWINDOW->m_uSurface.xwayland->height) : CONSTRAINTWINDOW->m_vRealSize.vec();
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if (!VECINRECT(mouseCoords, CONSTRAINTPOS.x, CONSTRAINTPOS.y, CONSTRAINTPOS.x + CONSTRAINTSIZE.x - 1.0, CONSTRAINTPOS.y + CONSTRAINTSIZE.y - 1.0)) {
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if (g_pCompositor->m_sSeat.mouse->currentConstraint->type == WLR_POINTER_CONSTRAINT_V1_LOCKED) {
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if (g_pCompositor->m_sSeat.mouse->constraintActive) {
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// we just snap the cursor to where it should be.
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Vector2D newConstrainedCoords = mouseCoords;
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if (mouseCoords.x < CONSTRAINTPOS.x)
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Vector2D hint = { PCONSTRAINT->current.cursor_hint.x, PCONSTRAINT->current.cursor_hint.y };
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newConstrainedCoords.x = CONSTRAINTPOS.x;
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else if (mouseCoords.x >= CONSTRAINTPOS.x + CONSTRAINTSIZE.x)
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newConstrainedCoords.x = CONSTRAINTPOS.x + CONSTRAINTSIZE.x - 1.0;
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if (mouseCoords.y < CONSTRAINTPOS.y)
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wlr_cursor_warp_closest(g_pCompositor->m_sWLRCursor, g_pCompositor->m_sSeat.mouse->mouse, CONSTRAINTPOS.x + hint.x, CONSTRAINTPOS.y + hint.y);
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newConstrainedCoords.y = CONSTRAINTPOS.y;
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else if (mouseCoords.y >= CONSTRAINTPOS.y + CONSTRAINTSIZE.y)
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newConstrainedCoords.y = CONSTRAINTPOS.y + CONSTRAINTSIZE.y - 1.0;
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wlr_cursor_warp_closest(g_pCompositor->m_sWLRCursor, g_pCompositor->m_sSeat.mouse->mouse, newConstrainedCoords.x, newConstrainedCoords.y);
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mouseCoords = newConstrainedCoords;
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}
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} else {
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} else {
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if ((!CONSTRAINTWINDOW->m_bIsX11 && PMONITOR && CONSTRAINTWINDOW->m_iWorkspaceID == PMONITOR->activeWorkspace) || (CONSTRAINTWINDOW->m_bIsX11)) {
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// we restrict the cursor to the confined region
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g_pCompositor->m_sSeat.mouse->constraintActive = true;
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if (!pixman_region32_contains_point(&PCONSTRAINT->region, mouseCoords.x - CONSTRAINTPOS.x, mouseCoords.y - CONSTRAINTPOS.y, nullptr)) {
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if (g_pCompositor->m_sSeat.mouse->constraintActive) {
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wlr_cursor_warp_closest(g_pCompositor->m_sWLRCursor, NULL, mouseCoords.x, mouseCoords.y);
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mouseCoords = getMouseCoordsInternal();
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}
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} else {
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if ((!CONSTRAINTWINDOW->m_bIsX11 && PMONITOR && CONSTRAINTWINDOW->m_iWorkspaceID == PMONITOR->activeWorkspace) || (CONSTRAINTWINDOW->m_bIsX11)) {
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g_pCompositor->m_sSeat.mouse->constraintActive = true;
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}
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}
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}
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}
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}
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