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https://github.com/italicsjenga/winit-sonoma-fix.git
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On Wayland, make the CSD frame double click reliable
It was discovered that on GNOME the click sometimes being swallowed by the mutter's `wl_pointer::enter/leave` sequences. This was happening due to `xdg_toplevel::move` making the pointer to leave the surface. To make handling of that more robust, we could start the `xdg_toplevel::move` when the actual pointer motion is being performed. Links: https://github.com/alacritty/alacritty/issues/7011 Links: https://gitlab.gnome.org/GNOME/mutter/-/issues/2669#note_1790825
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@ -8,6 +8,7 @@ And please only add new entries to the top of this list, right below the `# Unre
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# Unreleased
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- On Wayland, make double clicking and moving the CSD frame more reliable.
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- On macOS, add tabbing APIs on `WindowExtMacOS` and `EventLoopWindowTargetExtMacOS`.
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- **Breaking:** Rename `Window::set_inner_size` to `Window::request_inner_size` and indicate if the size was applied immediately.
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- On X11, fix false positive flagging of key repeats when pressing different keys with no release between presses.
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@ -68,7 +68,7 @@ impl PointerHandler for WinitState {
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if parent_surface != surface =>
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{
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if let Some(icon) =
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window.frame_point_moved(surface, event.position.0, event.position.1)
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window.frame_point_moved(seat, surface, event.position.0, event.position.1)
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{
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if let Some(pointer) = seat_state.pointer.as_ref() {
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let surface = pointer
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@ -127,6 +127,11 @@ pub struct WindowState {
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viewport: Option<WpViewport>,
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fractional_scale: Option<WpFractionalScaleV1>,
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/// Whether the client side decorations have pending move operations.
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///
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/// The value is the serial of the event triggered moved.
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has_pending_move: Option<u32>,
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}
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/// The state of the cursor grabs.
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@ -279,7 +284,7 @@ impl WindowState {
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FrameAction::Maximize => self.window.set_maximized(),
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FrameAction::UnMaximize => self.window.unset_maximized(),
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FrameAction::Close => WinitState::queue_close(updates, window_id),
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FrameAction::Move => self.window.move_(seat, serial),
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FrameAction::Move => self.has_pending_move = Some(serial),
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FrameAction::Resize(edge) => self.window.resize(seat, serial, edge),
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FrameAction::ShowMenu(x, y) => self.window.show_window_menu(seat, serial, (x, y)),
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};
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@ -294,9 +299,26 @@ impl WindowState {
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}
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// Move the point over decorations.
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pub fn frame_point_moved(&mut self, surface: &WlSurface, x: f64, y: f64) -> Option<&str> {
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pub fn frame_point_moved(
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&mut self,
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seat: &WlSeat,
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surface: &WlSurface,
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x: f64,
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y: f64,
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) -> Option<&str> {
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// Take the serial if we had any, so it doesn't stick around.
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let serial = self.has_pending_move.take();
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if let Some(frame) = self.frame.as_mut() {
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frame.click_point_moved(surface, x, y)
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let cursor = frame.click_point_moved(surface, x, y);
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// If we have a cursor change, that means that cursor is over the decorations,
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// so try to apply move.
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if let Some(serial) = cursor.is_some().then_some(serial).flatten() {
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self.window.move_(seat, serial);
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None
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} else {
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cursor
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}
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} else {
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None
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}
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@ -419,6 +441,7 @@ impl WindowState {
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resizable: true,
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viewport,
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window: ManuallyDrop::new(window),
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has_pending_move: None,
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}
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}
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