Fixed mouse constraints, should be correct now

This commit is contained in:
vaxerski 2022-05-18 14:57:08 +02:00
parent 8cf1e6d60d
commit 5454cf8e89
3 changed files with 54 additions and 28 deletions

View file

@ -76,6 +76,7 @@ struct SMouse {
wlr_input_device* mouse = nullptr;
wlr_pointer_constraint_v1* currentConstraint = nullptr;
bool constraintActive = false;
pixman_region32_t confinedTo;

View file

@ -31,6 +31,50 @@ void CInputManager::mouseMoveUnified(uint32_t time, bool refocus) {
return;
}
Vector2D mouseCoords = getMouseCoordsInternal();
const auto PMONITOR = g_pCompositor->getMonitorFromCursor();
// constraints
// All constraints TODO: multiple mice?
if (g_pCompositor->m_sSeat.mouse->currentConstraint) {
// 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);
if (!CONSTRAINTWINDOW) {
g_pCompositor->m_sSeat.mouse->currentConstraint = nullptr;
} 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 (!VECINRECT(mouseCoords, CONSTRAINTPOS.x, CONSTRAINTPOS.y, CONSTRAINTPOS.x + CONSTRAINTSIZE.x, CONSTRAINTPOS.y + CONSTRAINTSIZE.y)) {
if (g_pCompositor->m_sSeat.mouse->constraintActive) {
Vector2D deltaToFit;
if (mouseCoords.x < CONSTRAINTPOS.x)
deltaToFit.x = CONSTRAINTPOS.x - mouseCoords.x;
else if (mouseCoords.x > CONSTRAINTPOS.x + CONSTRAINTSIZE.x)
deltaToFit.x = CONSTRAINTPOS.x + CONSTRAINTSIZE.x - mouseCoords.x;
if (mouseCoords.y < CONSTRAINTPOS.y)
deltaToFit.y = CONSTRAINTPOS.y - mouseCoords.y;
else if (mouseCoords.y > CONSTRAINTPOS.y + CONSTRAINTSIZE.y)
deltaToFit.y = CONSTRAINTPOS.y + CONSTRAINTSIZE.y - mouseCoords.y;
wlr_cursor_move(g_pCompositor->m_sWLRCursor, g_pCompositor->m_sSeat.mouse->mouse, deltaToFit.x, deltaToFit.y);
mouseCoords = mouseCoords + deltaToFit;
}
} else {
if ((!CONSTRAINTWINDOW->m_bIsX11 && PMONITOR && CONSTRAINTWINDOW->m_iWorkspaceID == PMONITOR->activeWorkspace) || (CONSTRAINTWINDOW->m_bIsX11)) {
g_pCompositor->m_sSeat.mouse->constraintActive = true;
}
}
}
}
// update stuff
updateDragIcon();
@ -38,9 +82,7 @@ void CInputManager::mouseMoveUnified(uint32_t time, bool refocus) {
// focus
wlr_surface* foundSurface = nullptr;
Vector2D mouseCoords = getMouseCoordsInternal();
const auto PMONITOR = g_pCompositor->getMonitorFromCursor();
if (PMONITOR && PMONITOR != g_pCompositor->m_pLastMonitor) {
g_pCompositor->m_pLastMonitor = PMONITOR;
@ -138,31 +180,6 @@ void CInputManager::mouseMoveUnified(uint32_t time, bool refocus) {
wlr_seat_pointer_notify_enter(g_pCompositor->m_sSeat.seat, foundSurface, surfaceLocal.x, surfaceLocal.y);
wlr_seat_pointer_notify_motion(g_pCompositor->m_sSeat.seat, time, surfaceLocal.x, surfaceLocal.y);
// constraints
// All constraints TODO: multiple mice?
if (g_pCompositor->m_sSeat.mouse->currentConstraint && pFoundWindow) { // TODO: make this match the pFoundWindow in SOME way. We don't want to constrain the mouse on another window.
// XWayland windows sometimes issue constraints weirdly.
const auto CONSTRAINTWINDOW = g_pCompositor->getConstraintWindow(g_pCompositor->m_sSeat.mouse);
if (!CONSTRAINTWINDOW) {
g_pCompositor->m_sSeat.mouse->currentConstraint = nullptr;
} else {
// Native Wayland apps know how 2 constrain themselves.
// XWayland, we just have to accept them. Might cause issues, but thats XWayland for ya.
if (CONSTRAINTWINDOW->m_bIsX11 || pFoundWindow == CONSTRAINTWINDOW) {
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 (VECINRECT(mouseCoords, CONSTRAINTPOS.x, CONSTRAINTPOS.y, CONSTRAINTPOS.x + CONSTRAINTSIZE.x, CONSTRAINTPOS.y + CONSTRAINTSIZE.y)) {
// todo: this is incorrect, but it will work in most cases for now
// i made this cuz i wanna play minecraft lol
Vector2D deltaToMiddle = CONSTRAINTPOS + CONSTRAINTSIZE / 2.f - mouseCoords;
wlr_cursor_move(g_pCompositor->m_sWLRCursor, g_pCompositor->m_sSeat.mouse->mouse, deltaToMiddle.x, deltaToMiddle.y);
}
}
}
}
}
void CInputManager::onMouseButton(wlr_pointer_button_event* e) {
@ -324,7 +341,8 @@ void CInputManager::destroyMouse(wlr_input_device* mouse) {
g_pCompositor->m_sSeat.mouse = m_lMice.size() > 0 ? &m_lMice.front() : nullptr;
g_pCompositor->m_sSeat.mouse->currentConstraint = nullptr;
if (g_pCompositor->m_sSeat.mouse)
g_pCompositor->m_sSeat.mouse->currentConstraint = nullptr;
}
void CInputManager::onKeyboardKey(wlr_keyboard_key_event* e, SKeyboard* pKeyboard) {
@ -430,6 +448,7 @@ void CInputManager::constrainMouse(SMouse* pMouse, wlr_pointer_constraint_v1* co
}
pMouse->currentConstraint = constraint;
pMouse->constraintActive = true;
if (pixman_region32_not_empty(&constraint->current.region)) {
pixman_region32_intersect(&constraint->region, &constraint->surface->input_region, &constraint->current.region);

View file

@ -175,6 +175,9 @@ void CKeybindManager::changeworkspace(std::string args) {
return;
}
// remove constraints
g_pCompositor->m_sSeat.mouse->constraintActive = false;
// if it exists, we warp to it
if (g_pCompositor->getWorkspaceByID(workspaceToChangeTo)) {
const auto PMONITOR = g_pCompositor->getMonitorFromID(g_pCompositor->getWorkspaceByID(workspaceToChangeTo)->m_iMonitorID);
@ -400,6 +403,9 @@ void CKeybindManager::moveFocusTo(std::string args) {
const auto PLASTWINDOW = g_pCompositor->m_pLastWindow;
// remove constraints
g_pCompositor->m_sSeat.mouse->constraintActive = false;
auto switchToWindow = [&](CWindow* PWINDOWTOCHANGETO) {
g_pCompositor->focusWindow(PWINDOWTOCHANGETO);
Vector2D middle = PWINDOWTOCHANGETO->m_vRealPosition.goalv() + PWINDOWTOCHANGETO->m_vRealSize.goalv() / 2.f;