cursor: let the hide reason tighten, and clear timer state when suppressed

The hidden.is_some() guard dropped a hide-reason upgrade: an Idle-hidden
cursor that received a touch stayed Idle, so a later click or scroll
revealed it where the spec says a touch-hidden cursor waits for real
movement. Reachable on the default config — fullscreen video, cursor
idle-hidden after 3s, tap the screen, nudge the scroll wheel. The guard
itself has to stay, or every keystroke with while_typing on reschedules a
render on every output; so it now returns early only when the reason is
unchanged or already Touch.

hide_cursor also returned before clearing idle_timer and last_armed when
the pointer was grabbed, leaving both stale while on_idle_timer's
neighbouring Drop arm cleared them carefully. Clearing in hide_cursor
before the grab check fixes both call sites at once — hide_cursor_now
removes the source itself, and the Hide arm returns TimeoutAction::Drop —
rather than restating the cleanup in one match arm.

Drafted with Claude (Anthropic); reviewed and tested by the committer.
This commit is contained in:
Niklas Herder 2026-09-12 09:48:29 +02:00 • committed by Victoria Brekenfeld
parent 115cdac039
commit 895ce91543

View file

@ -998,20 +998,20 @@ pub fn hide_cursor_now(state: &mut State, seat: &Seat<State>, reason: HideReason
}
fn hide_cursor(state: &mut State, seat: &Seat<State>, reason: HideReason) {
if let Some(ptr) = seat.get_pointer()
&& ptr.is_grabbed()
{
return;
}
let grabbed = seat.get_pointer().is_some_and(|ptr| ptr.is_grabbed());
let cursor_state = seat.user_data().get::<CursorState>().unwrap();
{
let mut inner = cursor_state.lock().unwrap();
if inner.hidden.is_some() {
// Every caller has already disposed of the timer source, so clear the
// bookkeeping before the grab check rather than only on success.
inner.idle_timer = None;
inner.last_armed = None;
// The reason only ever tightens: `Touch` waits for real movement, so a
// later trigger must not relax it back to click-or-scroll.
if grabbed || inner.hidden == Some(reason) || inner.hidden == Some(HideReason::Touch) {
return;
}
inner.hidden = Some(reason);
inner.idle_timer = None;
inner.last_armed = None;
}
let outputs: Vec<_> = state.common.shell.read().outputs().cloned().collect();
for output in outputs {