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authorSebOuellette <bigbrosebas@gmail.com>2022-06-20 23:15:16 -0400
committerSebOuellette <bigbrosebas@gmail.com>2022-06-20 23:15:16 -0400
commitee7900f819c8db0e9c2cc44c193707dfc9ce7957 (patch)
tree67869c0f27f11e73984835765545f5cc198a942e
parentf7e9a27c0aad1888fb894bc23ebbb5056ca399d4 (diff)
Mouse no longer removes focus from constraining window
The window properly constrains the mouse now I do still notice a bug with moving the mouse in games, if you don't move the mouse fast enough, some games will not register the mouse movement. This doesn't happen in KDE so I know it's related somehow
-rw-r--r--src/managers/input/InputManager.cpp38
1 files changed, 18 insertions, 20 deletions
diff --git a/src/managers/input/InputManager.cpp b/src/managers/input/InputManager.cpp
index 139cafdb..a6dd6424 100644
--- a/src/managers/input/InputManager.cpp
+++ b/src/managers/input/InputManager.cpp
@@ -47,28 +47,26 @@ void CInputManager::mouseMoveUnified(uint32_t time, bool refocus) {
} else {
// Native Wayland apps know how 2 constrain themselves.
// XWayland, we just have to accept them. Might cause issues, but thats XWayland for ya.
-
+ const auto CONSTRAINTPOS = CONSTRAINTWINDOW->m_bIsX11 ? Vector2D(CONSTRAINTWINDOW->m_uSurface.xwayland->x, CONSTRAINTWINDOW->m_uSurface.xwayland->y) : CONSTRAINTWINDOW->m_vRealPosition.vec();
const auto CONSTRAINTSIZE = CONSTRAINTWINDOW->m_bIsX11 ? Vector2D(CONSTRAINTWINDOW->m_uSurface.xwayland->width, CONSTRAINTWINDOW->m_uSurface.xwayland->height) : CONSTRAINTWINDOW->m_vRealSize.vec();
- const auto CONSTRAINTPOS = Vector2D((CONSTRAINTWINDOW->m_uSurface.xwayland->x + CONSTRAINTSIZE.x) / 2.0, (CONSTRAINTWINDOW->m_uSurface.xwayland->y + CONSTRAINTSIZE.y) / 2.0);
-
-
- // I'm a worm and I added some code to override some annoying stuff :)
- // CONSTRAINTSIZE = Vector2D(0.0, 0.0);
- if (!VECINRECT(mouseCoords, CONSTRAINTPOS.x, CONSTRAINTPOS.y, CONSTRAINTPOS.x/* + CONSTRAINTSIZE.x*/, CONSTRAINTPOS.y/* + CONSTRAINTSIZE.y*/)) {
+ if (!VECINRECT(mouseCoords, CONSTRAINTPOS.x, CONSTRAINTPOS.y, CONSTRAINTPOS.x + CONSTRAINTSIZE.x, CONSTRAINTPOS.y + CONSTRAINTSIZE.y)) {
if (g_pCompositor->m_sSeat.mouse->constraintActive) {
- Vector2D deltaToFit;
-
-
- // Instead of constraining the cursor to the entire window, like in the previous version, this keeps the cursor to the center of the window.
- // This allows for maximum mouse movement to be captured by the application, while the mouse can still be freed and move around when it is supposed to be
- deltaToFit.x = CONSTRAINTPOS.x - mouseCoords.x;
- deltaToFit.y = CONSTRAINTPOS.y - mouseCoords.y;
-
-
- wlr_cursor_move(g_pCompositor->m_sWLRCursor, g_pCompositor->m_sSeat.mouse->mouse, deltaToFit.x, deltaToFit.y);
-
- mouseCoords = mouseCoords + deltaToFit;
+ Vector2D newConstrainedCoords = mouseCoords;
+
+ if (mouseCoords.x < CONSTRAINTPOS.x)
+ newConstrainedCoords.x = CONSTRAINTPOS.x;
+ else if (mouseCoords.x >= CONSTRAINTPOS.x + CONSTRAINTSIZE.x)
+ newConstrainedCoords.x = CONSTRAINTPOS.x + CONSTRAINTSIZE.x - 1.0;
+
+ if (mouseCoords.y < CONSTRAINTPOS.y)
+ newConstrainedCoords.y = CONSTRAINTPOS.y;
+ else if (mouseCoords.y >= CONSTRAINTPOS.y + CONSTRAINTSIZE.y)
+ newConstrainedCoords.y = CONSTRAINTPOS.y + CONSTRAINTSIZE.y - 1.0;
+
+ wlr_cursor_warp_closest(g_pCompositor->m_sWLRCursor, g_pCompositor->m_sSeat.mouse->mouse, newConstrainedCoords.x, newConstrainedCoords.y);
+
+ mouseCoords = newConstrainedCoords;
}
} else {
if ((!CONSTRAINTWINDOW->m_bIsX11 && PMONITOR && CONSTRAINTWINDOW->m_iWorkspaceID == PMONITOR->activeWorkspace) || (CONSTRAINTWINDOW->m_bIsX11)) {
@@ -543,4 +541,4 @@ void CInputManager::updateCapabilities(wlr_input_device* pDev) {
}
wlr_seat_set_capabilities(g_pCompositor->m_sSeat.seat, m_uiCapabilities);
-}
+} \ No newline at end of file