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https://github.com/hyprwm/Hyprland
synced 2024-11-22 20:25:59 +01:00
Fixed mouse constraints, should be correct now
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parent
8cf1e6d60d
commit
5454cf8e89
3 changed files with 54 additions and 28 deletions
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@ -76,6 +76,7 @@ struct SMouse {
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wlr_input_device* mouse = nullptr;
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wlr_pointer_constraint_v1* currentConstraint = nullptr;
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bool constraintActive = false;
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pixman_region32_t confinedTo;
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@ -31,6 +31,50 @@ void CInputManager::mouseMoveUnified(uint32_t time, bool refocus) {
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return;
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}
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Vector2D mouseCoords = getMouseCoordsInternal();
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const auto PMONITOR = g_pCompositor->getMonitorFromCursor();
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// constraints
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// All constraints TODO: multiple mice?
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if (g_pCompositor->m_sSeat.mouse->currentConstraint) {
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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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if (!CONSTRAINTWINDOW) {
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g_pCompositor->m_sSeat.mouse->currentConstraint = nullptr;
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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) : 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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if (!VECINRECT(mouseCoords, CONSTRAINTPOS.x, CONSTRAINTPOS.y, CONSTRAINTPOS.x + CONSTRAINTSIZE.x, CONSTRAINTPOS.y + CONSTRAINTSIZE.y)) {
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if (g_pCompositor->m_sSeat.mouse->constraintActive) {
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Vector2D deltaToFit;
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if (mouseCoords.x < CONSTRAINTPOS.x)
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deltaToFit.x = CONSTRAINTPOS.x - mouseCoords.x;
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else if (mouseCoords.x > CONSTRAINTPOS.x + CONSTRAINTSIZE.x)
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deltaToFit.x = CONSTRAINTPOS.x + CONSTRAINTSIZE.x - mouseCoords.x;
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if (mouseCoords.y < CONSTRAINTPOS.y)
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deltaToFit.y = CONSTRAINTPOS.y - mouseCoords.y;
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else if (mouseCoords.y > CONSTRAINTPOS.y + CONSTRAINTSIZE.y)
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deltaToFit.y = CONSTRAINTPOS.y + CONSTRAINTSIZE.y - mouseCoords.y;
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wlr_cursor_move(g_pCompositor->m_sWLRCursor, g_pCompositor->m_sSeat.mouse->mouse, deltaToFit.x, deltaToFit.y);
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mouseCoords = mouseCoords + deltaToFit;
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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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// update stuff
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updateDragIcon();
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@ -38,9 +82,7 @@ void CInputManager::mouseMoveUnified(uint32_t time, bool refocus) {
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// focus
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wlr_surface* foundSurface = nullptr;
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Vector2D mouseCoords = getMouseCoordsInternal();
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const auto PMONITOR = g_pCompositor->getMonitorFromCursor();
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if (PMONITOR && PMONITOR != g_pCompositor->m_pLastMonitor) {
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g_pCompositor->m_pLastMonitor = PMONITOR;
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@ -138,31 +180,6 @@ void CInputManager::mouseMoveUnified(uint32_t time, bool refocus) {
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wlr_seat_pointer_notify_enter(g_pCompositor->m_sSeat.seat, foundSurface, surfaceLocal.x, surfaceLocal.y);
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wlr_seat_pointer_notify_motion(g_pCompositor->m_sSeat.seat, time, surfaceLocal.x, surfaceLocal.y);
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// constraints
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// All constraints TODO: multiple mice?
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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.
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// XWayland windows sometimes issue constraints weirdly.
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const auto CONSTRAINTWINDOW = g_pCompositor->getConstraintWindow(g_pCompositor->m_sSeat.mouse);
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if (!CONSTRAINTWINDOW) {
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g_pCompositor->m_sSeat.mouse->currentConstraint = nullptr;
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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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if (CONSTRAINTWINDOW->m_bIsX11 || pFoundWindow == CONSTRAINTWINDOW) {
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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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if (VECINRECT(mouseCoords, CONSTRAINTPOS.x, CONSTRAINTPOS.y, CONSTRAINTPOS.x + CONSTRAINTSIZE.x, CONSTRAINTPOS.y + CONSTRAINTSIZE.y)) {
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// todo: this is incorrect, but it will work in most cases for now
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// i made this cuz i wanna play minecraft lol
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Vector2D deltaToMiddle = CONSTRAINTPOS + CONSTRAINTSIZE / 2.f - mouseCoords;
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wlr_cursor_move(g_pCompositor->m_sWLRCursor, g_pCompositor->m_sSeat.mouse->mouse, deltaToMiddle.x, deltaToMiddle.y);
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}
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}
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}
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}
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}
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void CInputManager::onMouseButton(wlr_pointer_button_event* e) {
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@ -324,7 +341,8 @@ void CInputManager::destroyMouse(wlr_input_device* mouse) {
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g_pCompositor->m_sSeat.mouse = m_lMice.size() > 0 ? &m_lMice.front() : nullptr;
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g_pCompositor->m_sSeat.mouse->currentConstraint = nullptr;
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if (g_pCompositor->m_sSeat.mouse)
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g_pCompositor->m_sSeat.mouse->currentConstraint = nullptr;
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}
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void CInputManager::onKeyboardKey(wlr_keyboard_key_event* e, SKeyboard* pKeyboard) {
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@ -430,6 +448,7 @@ void CInputManager::constrainMouse(SMouse* pMouse, wlr_pointer_constraint_v1* co
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}
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pMouse->currentConstraint = constraint;
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pMouse->constraintActive = true;
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if (pixman_region32_not_empty(&constraint->current.region)) {
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pixman_region32_intersect(&constraint->region, &constraint->surface->input_region, &constraint->current.region);
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@ -175,6 +175,9 @@ void CKeybindManager::changeworkspace(std::string args) {
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return;
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}
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// remove constraints
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g_pCompositor->m_sSeat.mouse->constraintActive = false;
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// if it exists, we warp to it
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if (g_pCompositor->getWorkspaceByID(workspaceToChangeTo)) {
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const auto PMONITOR = g_pCompositor->getMonitorFromID(g_pCompositor->getWorkspaceByID(workspaceToChangeTo)->m_iMonitorID);
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@ -400,6 +403,9 @@ void CKeybindManager::moveFocusTo(std::string args) {
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const auto PLASTWINDOW = g_pCompositor->m_pLastWindow;
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// remove constraints
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g_pCompositor->m_sSeat.mouse->constraintActive = false;
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auto switchToWindow = [&](CWindow* PWINDOWTOCHANGETO) {
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g_pCompositor->focusWindow(PWINDOWTOCHANGETO);
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Vector2D middle = PWINDOWTOCHANGETO->m_vRealPosition.goalv() + PWINDOWTOCHANGETO->m_vRealSize.goalv() / 2.f;
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