Revert "input: make overlay layers precede constraints"

This reverts commit 1e526411b6.

Issues with input
This commit is contained in:
vaxerski 2023-04-25 21:50:24 +01:00
parent 1e526411b6
commit 28ca434fb5

View file

@ -94,6 +94,59 @@ void CInputManager::mouseMoveUnified(uint32_t time, bool refocus) {
if (*PZOOMFACTOR != 1.f)
g_pHyprRenderer->damageMonitor(PMONITOR);
// constraints
// All constraints TODO: multiple mice?
if (g_pCompositor->m_sSeat.mouse && g_pCompositor->m_sSeat.mouse->currentConstraint && !g_pCompositor->m_sSeat.exclusiveClient && !g_pSessionLockManager->isSessionLocked()) {
// XWayland windows sometimes issue constraints weirdly.
// TODO: We probably should search their parent. wlr_xwayland_surface->parent
const auto CONSTRAINTWINDOW = g_pCompositor->getConstraintWindow(g_pCompositor->m_sSeat.mouse);
const auto PCONSTRAINT = constraintFromWlr(g_pCompositor->m_sSeat.mouse->currentConstraint);
if (!CONSTRAINTWINDOW || !PCONSTRAINT) {
unconstrainMouse();
} else {
// Native Wayland apps know how 2 constrain themselves.
// XWayland, we just have to accept them. Might cause issues, but thats XWayland for ya.
const auto CONSTRAINTPOS =
CONSTRAINTWINDOW->m_bIsX11 ? Vector2D(CONSTRAINTWINDOW->m_uSurface.xwayland->x, CONSTRAINTWINDOW->m_uSurface.xwayland->y) : CONSTRAINTWINDOW->m_vRealPosition.vec();
const auto CONSTRAINTSIZE = CONSTRAINTWINDOW->m_bIsX11 ? Vector2D(CONSTRAINTWINDOW->m_uSurface.xwayland->width, CONSTRAINTWINDOW->m_uSurface.xwayland->height) :
CONSTRAINTWINDOW->m_vRealSize.vec();
if (g_pCompositor->m_sSeat.mouse->currentConstraint->type == WLR_POINTER_CONSTRAINT_V1_LOCKED) {
// we just snap the cursor to where it should be.
Vector2D hint = {PCONSTRAINT->positionHint.x, PCONSTRAINT->positionHint.y};
if (hint != Vector2D{-1, -1})
wlr_cursor_warp_closest(g_pCompositor->m_sWLRCursor, g_pCompositor->m_sSeat.mouse->mouse, CONSTRAINTPOS.x + hint.x, CONSTRAINTPOS.y + hint.y);
return; // don't process anything else, the cursor is locked. The surface should not receive any further events.
// these are usually FPS games. They will use the relative motion.
} else {
// we restrict the cursor to the confined region
if (!pixman_region32_contains_point(&PCONSTRAINT->constraint->region, mouseCoords.x - CONSTRAINTPOS.x, mouseCoords.y - CONSTRAINTPOS.y, nullptr)) {
if (g_pCompositor->m_sSeat.mouse->constraintActive) {
wlr_cursor_warp_closest(g_pCompositor->m_sWLRCursor, NULL, mouseCoords.x, mouseCoords.y);
mouseCoords = getMouseCoordsInternal();
}
} else {
if ((!CONSTRAINTWINDOW->m_bIsX11 && PMONITOR && CONSTRAINTWINDOW->m_iWorkspaceID == PMONITOR->activeWorkspace) || (CONSTRAINTWINDOW->m_bIsX11)) {
g_pCompositor->m_sSeat.mouse->constraintActive = true;
}
}
}
if (CONSTRAINTWINDOW->m_bIsX11) {
foundSurface = CONSTRAINTWINDOW->m_pWLSurface.wlr();
surfacePos = CONSTRAINTWINDOW->m_vRealPosition.vec();
} else {
g_pCompositor->vectorWindowToSurface(mouseCoords, CONSTRAINTWINDOW, surfaceCoords);
}
pFoundWindow = CONSTRAINTWINDOW;
}
}
// update stuff
updateDragIcon();
@ -145,67 +198,10 @@ void CInputManager::mouseMoveUnified(uint32_t time, bool refocus) {
surfacePos = PMONITOR->vecPosition;
}
// overlay is above fullscreen and constraints
// overlay is above fullscreen
if (!foundSurface)
foundSurface = g_pCompositor->vectorToLayerSurface(mouseCoords, &PMONITOR->m_aLayerSurfaceLayers[ZWLR_LAYER_SHELL_V1_LAYER_OVERLAY], &surfaceCoords, &pFoundLayerSurface);
// constraints
// All constraints TODO: multiple mice?
if (g_pCompositor->m_sSeat.mouse && g_pCompositor->m_sSeat.mouse->currentConstraint && !g_pCompositor->m_sSeat.exclusiveClient && !g_pSessionLockManager->isSessionLocked()) {
if (!foundSurface) {
// XWayland windows sometimes issue constraints weirdly.
// TODO: We probably should search their parent. wlr_xwayland_surface->parent
const auto CONSTRAINTWINDOW = g_pCompositor->getConstraintWindow(g_pCompositor->m_sSeat.mouse);
const auto PCONSTRAINT = constraintFromWlr(g_pCompositor->m_sSeat.mouse->currentConstraint);
if (!CONSTRAINTWINDOW || !PCONSTRAINT) {
unconstrainMouse();
} else {
// Native Wayland apps know how 2 constrain themselves.
// XWayland, we just have to accept them. Might cause issues, but thats XWayland for ya.
const auto CONSTRAINTPOS = CONSTRAINTWINDOW->m_bIsX11 ? Vector2D(CONSTRAINTWINDOW->m_uSurface.xwayland->x, CONSTRAINTWINDOW->m_uSurface.xwayland->y) :
CONSTRAINTWINDOW->m_vRealPosition.vec();
const auto CONSTRAINTSIZE = CONSTRAINTWINDOW->m_bIsX11 ? Vector2D(CONSTRAINTWINDOW->m_uSurface.xwayland->width, CONSTRAINTWINDOW->m_uSurface.xwayland->height) :
CONSTRAINTWINDOW->m_vRealSize.vec();
if (g_pCompositor->m_sSeat.mouse->currentConstraint->type == WLR_POINTER_CONSTRAINT_V1_LOCKED) {
// we just snap the cursor to where it should be.
Vector2D hint = {PCONSTRAINT->positionHint.x, PCONSTRAINT->positionHint.y};
if (hint != Vector2D{-1, -1})
wlr_cursor_warp_closest(g_pCompositor->m_sWLRCursor, g_pCompositor->m_sSeat.mouse->mouse, CONSTRAINTPOS.x + hint.x, CONSTRAINTPOS.y + hint.y);
return; // don't process anything else, the cursor is locked. The surface should not receive any further events.
// these are usually FPS games. They will use the relative motion.
} else {
// we restrict the cursor to the confined region
if (!pixman_region32_contains_point(&PCONSTRAINT->constraint->region, mouseCoords.x - CONSTRAINTPOS.x, mouseCoords.y - CONSTRAINTPOS.y, nullptr)) {
if (g_pCompositor->m_sSeat.mouse->constraintActive) {
wlr_cursor_warp_closest(g_pCompositor->m_sWLRCursor, NULL, mouseCoords.x, mouseCoords.y);
mouseCoords = getMouseCoordsInternal();
}
} else {
if ((!CONSTRAINTWINDOW->m_bIsX11 && PMONITOR && CONSTRAINTWINDOW->m_iWorkspaceID == PMONITOR->activeWorkspace) || (CONSTRAINTWINDOW->m_bIsX11)) {
g_pCompositor->m_sSeat.mouse->constraintActive = true;
}
}
}
if (CONSTRAINTWINDOW->m_bIsX11) {
foundSurface = CONSTRAINTWINDOW->m_pWLSurface.wlr();
surfacePos = CONSTRAINTWINDOW->m_vRealPosition.vec();
} else {
g_pCompositor->vectorWindowToSurface(mouseCoords, CONSTRAINTWINDOW, surfaceCoords);
}
pFoundWindow = CONSTRAINTWINDOW;
}
} else {
unconstrainMouse();
}
}
if (!foundSurface)
foundSurface = g_pCompositor->vectorToLayerSurface(mouseCoords, &PMONITOR->m_aLayerSurfaceLayers[ZWLR_LAYER_SHELL_V1_LAYER_TOP], &surfaceCoords, &pFoundLayerSurface);