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don't snap on empty hint
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1 changed files with 2 additions and 1 deletions
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@ -112,7 +112,8 @@ void CInputManager::mouseMoveUnified(uint32_t time, bool refocus) {
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Vector2D hint = {PCONSTRAINT->positionHint.x, PCONSTRAINT->positionHint.y};
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Vector2D hint = {PCONSTRAINT->positionHint.x, PCONSTRAINT->positionHint.y};
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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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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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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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// these are usually FPS games. They will use the relative motion.
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