don't snap on empty hint

This commit is contained in:
vaxerski 2023-02-25 22:19:51 +00:00
parent cf566b59ce
commit edd0a141de

View file

@ -112,7 +112,8 @@ void CInputManager::mouseMoveUnified(uint32_t time, bool refocus) {
Vector2D hint = {PCONSTRAINT->positionHint.x, PCONSTRAINT->positionHint.y}; Vector2D hint = {PCONSTRAINT->positionHint.x, PCONSTRAINT->positionHint.y};
wlr_cursor_warp_closest(g_pCompositor->m_sWLRCursor, g_pCompositor->m_sSeat.mouse->mouse, CONSTRAINTPOS.x + hint.x, CONSTRAINTPOS.y + hint.y); if (hint != Vector2D{-1, -1})
wlr_cursor_warp_closest(g_pCompositor->m_sWLRCursor, g_pCompositor->m_sSeat.mouse->mouse, CONSTRAINTPOS.x + hint.x, CONSTRAINTPOS.y + hint.y);
return; // don't process anything else, the cursor is locked. The surface should not receive any further events. return; // don't process anything else, the cursor is locked. The surface should not receive any further events.
// these are usually FPS games. They will use the relative motion. // these are usually FPS games. They will use the relative motion.