dont focus anything on constrained

This commit is contained in:
vaxerski 2022-07-14 21:33:36 +02:00
parent 316589406f
commit 642af5395e

View file

@ -99,8 +99,6 @@ void Events::listener_mapLayerSurface(void* owner, void* data) {
layersurface->layerSurface->mapped = true; layersurface->layerSurface->mapped = true;
wlr_surface_send_enter(layersurface->layerSurface->surface, layersurface->layerSurface->output);
// fix if it changed its mon // fix if it changed its mon
const auto PMONITOR = g_pCompositor->getMonitorFromOutput(layersurface->layerSurface->output); const auto PMONITOR = g_pCompositor->getMonitorFromOutput(layersurface->layerSurface->output);
@ -118,13 +116,14 @@ void Events::listener_mapLayerSurface(void* owner, void* data) {
g_pHyprRenderer->arrangeLayersForMonitor(PMONITOR->ID); g_pHyprRenderer->arrangeLayersForMonitor(PMONITOR->ID);
if (layersurface->layerSurface->current.keyboard_interactive && (!g_pCompositor->m_sSeat.mouse || !g_pCompositor->m_sSeat.mouse->currentConstraint)) // don't focus if constrained if (layersurface->layerSurface->current.keyboard_interactive && (!g_pCompositor->m_sSeat.mouse || !g_pCompositor->m_sSeat.mouse->currentConstraint)) { // don't focus if constrained
wlr_surface_send_enter(layersurface->layerSurface->surface, layersurface->layerSurface->output);
g_pCompositor->focusSurface(layersurface->layerSurface->surface); g_pCompositor->focusSurface(layersurface->layerSurface->surface);
// mouse enter always, keeb only when needed const auto LOCAL = g_pInputManager->getMouseCoordsInternal() - Vector2D(layersurface->geometry.x + PMONITOR->vecPosition.x, layersurface->geometry.y + PMONITOR->vecPosition.y);
const auto LOCAL = g_pInputManager->getMouseCoordsInternal() - Vector2D(layersurface->geometry.x + PMONITOR->vecPosition.x, layersurface->geometry.y + PMONITOR->vecPosition.y); wlr_seat_pointer_notify_enter(g_pCompositor->m_sSeat.seat, layersurface->layerSurface->surface, LOCAL.x, LOCAL.y);
wlr_seat_pointer_notify_enter(g_pCompositor->m_sSeat.seat, layersurface->layerSurface->surface, LOCAL.x, LOCAL.y); wlr_seat_pointer_notify_motion(g_pCompositor->m_sSeat.seat, 0, LOCAL.x, LOCAL.y);
wlr_seat_pointer_notify_motion(g_pCompositor->m_sSeat.seat, 0, LOCAL.x, LOCAL.y); }
layersurface->position = Vector2D(layersurface->geometry.x, layersurface->geometry.y); layersurface->position = Vector2D(layersurface->geometry.x, layersurface->geometry.y);