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Restrict relative mouse mode to Wayland users (#15697)
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282c81fe3a
commit
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4 changed files with 25 additions and 2 deletions
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@ -198,6 +198,9 @@ public:
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or similar. */
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virtual bool supportsTouchEvents() const { return false; }
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//! Checks whether windowing uses the Wayland protocol.
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virtual bool isUsingWayland() const { return false; }
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//! Get the current color format of the window
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/** \return Color format of the window. */
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virtual video::ECOLOR_FORMAT getColorFormat() const = 0;
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@ -1248,6 +1248,15 @@ bool CIrrDeviceSDL::supportsTouchEvents() const
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return true;
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}
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//! Checks whether windowing uses the Wayland protocol.
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bool CIrrDeviceSDL::isUsingWayland() const
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{
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if (!Window)
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return false;
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auto *name = SDL_GetCurrentVideoDriver();
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return name && !strcmp(name, "wayland");
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}
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//! returns if window is active. if not, nothing need to be drawn
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bool CIrrDeviceSDL::isWindowActive() const
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{
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@ -96,6 +96,9 @@ public:
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//! Checks if the Irrlicht device supports touch events.
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bool supportsTouchEvents() const override;
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//! Checks whether windowing uses the Wayland protocol.
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bool isUsingWayland() const override;
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//! Get the position of this window on screen
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core::position2di getWindowPosition() override;
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@ -754,6 +754,7 @@ private:
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f32 m_repeat_dig_time;
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f32 m_cache_cam_smoothing;
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bool m_enable_relative_mode = false;
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bool m_invert_mouse;
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bool m_enable_hotbar_mouse_wheel;
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bool m_invert_hotbar_mouse_wheel;
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@ -898,6 +899,11 @@ bool Game::startup(bool *kill,
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m_first_loop_after_window_activation = true;
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// In principle we could always enable relative mouse mode, but it causes weird
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// bugs on some setups (e.g. #14932), so we enable it only when it's required.
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// That is: on Wayland, because it does not support mouse repositioning
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m_enable_relative_mode = device->isUsingWayland();
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g_client_translations->clear();
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// address can change if simple_singleplayer_mode
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@ -2349,8 +2355,10 @@ void Game::updateCameraDirection(CameraOrientation *cam, float dtime)
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Since Minetest has its own code to synthesize mouse events from touch events,
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this results in duplicated input. To avoid that, we don't enable relative
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mouse mode if we're in touchscreen mode. */
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if (cur_control)
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cur_control->setRelativeMode(!g_touchcontrols && !isMenuActive());
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if (cur_control) {
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cur_control->setRelativeMode(m_enable_relative_mode &&
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!g_touchcontrols && !isMenuActive());
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}
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if ((device->isWindowActive() && device->isWindowFocused()
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&& !isMenuActive()) || input->isRandom()) {
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