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authorvaxerski <43317083+vaxerski@users.noreply.github.com>2023-02-25 22:19:51 +0000
committervaxerski <43317083+vaxerski@users.noreply.github.com>2023-02-25 22:19:51 +0000
commitedd0a141de56cb71dc46ffdaf70fe0ccd950b136 (patch)
tree5a0903314c1564f4cf782e27eb803f87b29bc2aa /src
parentcf566b59ce980790bc60dac8adf4df9ec8bcf9f9 (diff)
don't snap on empty hint
Diffstat (limited to 'src')
-rw-r--r--src/managers/input/InputManager.cpp3
1 files changed, 2 insertions, 1 deletions
diff --git a/src/managers/input/InputManager.cpp b/src/managers/input/InputManager.cpp
index d5c5acb1..e221651a 100644
--- a/src/managers/input/InputManager.cpp
+++ b/src/managers/input/InputManager.cpp
@@ -112,7 +112,8 @@ void CInputManager::mouseMoveUnified(uint32_t time, bool refocus) {
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.
// these are usually FPS games. They will use the relative motion.