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https://github.com/hyprwm/Hyprland
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Revert "input: make overlay layers precede constraints"
This reverts commit 1e526411b6
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Issues with input
This commit is contained in:
parent
1e526411b6
commit
28ca434fb5
1 changed files with 54 additions and 58 deletions
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@ -94,6 +94,59 @@ void CInputManager::mouseMoveUnified(uint32_t time, bool refocus) {
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if (*PZOOMFACTOR != 1.f)
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g_pHyprRenderer->damageMonitor(PMONITOR);
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// constraints
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// All constraints TODO: multiple mice?
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if (g_pCompositor->m_sSeat.mouse && g_pCompositor->m_sSeat.mouse->currentConstraint && !g_pCompositor->m_sSeat.exclusiveClient && !g_pSessionLockManager->isSessionLocked()) {
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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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const auto CONSTRAINTWINDOW = g_pCompositor->getConstraintWindow(g_pCompositor->m_sSeat.mouse);
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const auto PCONSTRAINT = constraintFromWlr(g_pCompositor->m_sSeat.mouse->currentConstraint);
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if (!CONSTRAINTWINDOW || !PCONSTRAINT) {
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unconstrainMouse();
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} else {
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// Native Wayland apps know how 2 constrain themselves.
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// XWayland, we just have to accept them. Might cause issues, but thats XWayland for ya.
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const auto CONSTRAINTPOS =
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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) :
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CONSTRAINTWINDOW->m_vRealSize.vec();
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if (g_pCompositor->m_sSeat.mouse->currentConstraint->type == WLR_POINTER_CONSTRAINT_V1_LOCKED) {
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// we just snap the cursor to where it should be.
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Vector2D hint = {PCONSTRAINT->positionHint.x, PCONSTRAINT->positionHint.y};
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if (hint != Vector2D{-1, -1})
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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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return; // don't process anything else, the cursor is locked. The surface should not receive any further events.
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// these are usually FPS games. They will use the relative motion.
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} else {
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// we restrict the cursor to the confined region
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if (!pixman_region32_contains_point(&PCONSTRAINT->constraint->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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if (CONSTRAINTWINDOW->m_bIsX11) {
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foundSurface = CONSTRAINTWINDOW->m_pWLSurface.wlr();
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surfacePos = CONSTRAINTWINDOW->m_vRealPosition.vec();
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} else {
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g_pCompositor->vectorWindowToSurface(mouseCoords, CONSTRAINTWINDOW, surfaceCoords);
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}
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pFoundWindow = CONSTRAINTWINDOW;
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}
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}
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// update stuff
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updateDragIcon();
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@ -145,67 +198,10 @@ void CInputManager::mouseMoveUnified(uint32_t time, bool refocus) {
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surfacePos = PMONITOR->vecPosition;
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}
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// overlay is above fullscreen and constraints
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// overlay is above fullscreen
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if (!foundSurface)
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foundSurface = g_pCompositor->vectorToLayerSurface(mouseCoords, &PMONITOR->m_aLayerSurfaceLayers[ZWLR_LAYER_SHELL_V1_LAYER_OVERLAY], &surfaceCoords, &pFoundLayerSurface);
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// constraints
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// All constraints TODO: multiple mice?
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if (g_pCompositor->m_sSeat.mouse && g_pCompositor->m_sSeat.mouse->currentConstraint && !g_pCompositor->m_sSeat.exclusiveClient && !g_pSessionLockManager->isSessionLocked()) {
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if (!foundSurface) {
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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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const auto CONSTRAINTWINDOW = g_pCompositor->getConstraintWindow(g_pCompositor->m_sSeat.mouse);
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const auto PCONSTRAINT = constraintFromWlr(g_pCompositor->m_sSeat.mouse->currentConstraint);
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if (!CONSTRAINTWINDOW || !PCONSTRAINT) {
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unconstrainMouse();
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} else {
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// Native Wayland apps know how 2 constrain themselves.
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// XWayland, we just have to accept them. Might cause issues, but thats XWayland for ya.
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const auto CONSTRAINTPOS = CONSTRAINTWINDOW->m_bIsX11 ? Vector2D(CONSTRAINTWINDOW->m_uSurface.xwayland->x, CONSTRAINTWINDOW->m_uSurface.xwayland->y) :
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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) :
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CONSTRAINTWINDOW->m_vRealSize.vec();
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if (g_pCompositor->m_sSeat.mouse->currentConstraint->type == WLR_POINTER_CONSTRAINT_V1_LOCKED) {
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// we just snap the cursor to where it should be.
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Vector2D hint = {PCONSTRAINT->positionHint.x, PCONSTRAINT->positionHint.y};
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if (hint != Vector2D{-1, -1})
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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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return; // don't process anything else, the cursor is locked. The surface should not receive any further events.
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// these are usually FPS games. They will use the relative motion.
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} else {
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// we restrict the cursor to the confined region
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if (!pixman_region32_contains_point(&PCONSTRAINT->constraint->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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if (CONSTRAINTWINDOW->m_bIsX11) {
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foundSurface = CONSTRAINTWINDOW->m_pWLSurface.wlr();
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surfacePos = CONSTRAINTWINDOW->m_vRealPosition.vec();
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} else {
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g_pCompositor->vectorWindowToSurface(mouseCoords, CONSTRAINTWINDOW, surfaceCoords);
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}
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pFoundWindow = CONSTRAINTWINDOW;
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}
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} else {
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unconstrainMouse();
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}
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}
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if (!foundSurface)
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foundSurface = g_pCompositor->vectorToLayerSurface(mouseCoords, &PMONITOR->m_aLayerSurfaceLayers[ZWLR_LAYER_SHELL_V1_LAYER_TOP], &surfaceCoords, &pFoundLayerSurface);
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