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https://github.com/hyprwm/Hyprland
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Invisible cursors are constrained to center
This is a first version of my test to properly constrain cursors. This is mostly working in the buggy applications I had before, but I feel that the cursor needs to actually move around, instead of being locked to the center of the window. This may cause problems when locking to the edge, but yeah.
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f7bdc2e870
commit
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1 changed files with 24 additions and 14 deletions
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@ -4,7 +4,7 @@
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void CInputManager::onMouseMoved(wlr_pointer_motion_event* e) {
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void CInputManager::onMouseMoved(wlr_pointer_motion_event* e) {
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float sensitivity = g_pConfigManager->getFloat("general:sensitivity");
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float sensitivity = g_pConfigManager->getFloat("general:sensitivity");
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const auto DELTA = g_pConfigManager->getInt("input:force_no_accel") == 1 ? Vector2D(e->unaccel_dx, e->unaccel_dy) : Vector2D(e->delta_x, e->delta_y);
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const auto DELTA = g_pConfigManager->getInt("input:force_no_accel") != 1 ? Vector2D(e->unaccel_dx, e->unaccel_dy) : Vector2D(e->delta_x, e->delta_y);
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if (g_pConfigManager->getInt("general:apply_sens_to_raw") == 1)
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if (g_pConfigManager->getInt("general:apply_sens_to_raw") == 1)
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wlr_relative_pointer_manager_v1_send_relative_motion(g_pCompositor->m_sWLRRelPointerMgr, g_pCompositor->m_sSeat.seat, (uint64_t)e->time_msec * 1000, DELTA.x * sensitivity, DELTA.y * sensitivity, e->unaccel_dx * sensitivity, e->unaccel_dy * sensitivity);
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wlr_relative_pointer_manager_v1_send_relative_motion(g_pCompositor->m_sWLRRelPointerMgr, g_pCompositor->m_sSeat.seat, (uint64_t)e->time_msec * 1000, DELTA.x * sensitivity, DELTA.y * sensitivity, e->unaccel_dx * sensitivity, e->unaccel_dy * sensitivity);
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@ -32,6 +32,12 @@ void CInputManager::mouseMoveUnified(uint32_t time, bool refocus) {
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return;
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return;
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}
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}
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// Update stuff
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//updateDragIcon();
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//g_pLayoutManager->getCurrentLayout()->onMouseMove(getMouseCoordsInternal());
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Vector2D mouseCoords = getMouseCoordsInternal();
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Vector2D mouseCoords = getMouseCoordsInternal();
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const auto PMONITOR = g_pCompositor->getMonitorFromCursor();
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const auto PMONITOR = g_pCompositor->getMonitorFromCursor();
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@ -47,24 +53,28 @@ void CInputManager::mouseMoveUnified(uint32_t time, bool refocus) {
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} else {
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} else {
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// Native Wayland apps know how 2 constrain themselves.
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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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// 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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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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const auto CONSTRAINTPOS = Vector2D((CONSTRAINTWINDOW->m_uSurface.xwayland->x + CONSTRAINTSIZE.x) / 2.0, (CONSTRAINTWINDOW->m_uSurface.xwayland->y + CONSTRAINTSIZE.y));
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// I'm a worm and I added some code to override some annoying stuff :)
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// CONSTRAINTSIZE = Vector2D(0.0, 0.0);
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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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if (g_pCompositor->m_sSeat.mouse->constraintActive) {
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Vector2D deltaToFit;
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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.x = CONSTRAINTPOS.x - mouseCoords.x;
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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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deltaToFit.y = CONSTRAINTPOS.y - mouseCoords.y;
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// Deadzone... necessary ig
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if (deltaToFit.x * deltaToFit.x > 2 && deltaToFit.y * deltaToFit.y > 2) {
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wlr_cursor_warp_closest(g_pCompositor->m_sWLRCursor, g_pCompositor->m_sSeat.mouse->mouse, CONSTRAINTPOS.x, CONSTRAINTPOS.y);
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}
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mouseCoords = mouseCoords + deltaToFit;
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mouseCoords = mouseCoords + deltaToFit;
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}
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}
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