render/cursor: Correctly convert hotspot coordinates
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244c174da4
commit
e6a3f5373c
1 changed files with 13 additions and 11 deletions
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@ -20,7 +20,8 @@ use smithay::{
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reexports::wayland_server::protocol::wl_surface,
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render_elements,
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utils::{
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Buffer as BufferCoords, IsAlive, Logical, Monotonic, Point, Scale, Size, Time, Transform,
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Buffer as BufferCoords, IsAlive, Logical, Monotonic, Physical, Point, Scale, Size, Time,
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Transform,
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},
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wayland::compositor::{get_role, with_states},
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};
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@ -128,7 +129,7 @@ pub fn draw_surface_cursor<R>(
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surface: &wl_surface::WlSurface,
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location: impl Into<Point<i32, Logical>>,
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scale: impl Into<Scale<f64>>,
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) -> Vec<(CursorRenderElement<R>, Point<i32, BufferCoords>)>
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) -> Vec<(CursorRenderElement<R>, Point<i32, Physical>)>
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where
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R: Renderer + ImportAll,
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R::TextureId: Clone + 'static,
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@ -143,11 +144,7 @@ where
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.lock()
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.unwrap()
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.hotspot
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.to_buffer(
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1,
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Transform::Normal,
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&Size::from((1, 1)), /* Size doesn't matter for Transform::Normal */
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)
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.to_physical_precise_round(scale)
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});
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render_elements_from_surface_tree(
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@ -259,7 +256,7 @@ pub fn draw_cursor<R>(
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buffer_scale: f64,
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time: Time<Monotonic>,
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draw_default: bool,
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) -> Vec<(CursorRenderElement<R>, Point<i32, BufferCoords>)>
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) -> Vec<(CursorRenderElement<R>, Point<i32, Physical>)>
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where
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R: Renderer + ImportMem + ImportAll,
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R::TextureId: Send + Clone + 'static,
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@ -320,7 +317,12 @@ where
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}
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};
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let hotspot = Point::<i32, BufferCoords>::from((frame.xhot as i32, frame.yhot as i32));
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let hotspot = Point::<i32, BufferCoords>::from((frame.xhot as i32, frame.yhot as i32))
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.to_logical(
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actual_scale as i32,
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Transform::Normal,
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&Size::from((frame.width as i32, frame.height as i32)),
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);
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state.current_image = Some(frame);
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return vec![(
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@ -336,10 +338,10 @@ where
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)
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.expect("Failed to import cursor bitmap"),
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),
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hotspot,
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hotspot.to_physical_precise_round(scale),
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)];
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} else if let CursorImageStatus::Surface(ref wl_surface) = cursor_status {
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return draw_surface_cursor(renderer, wl_surface, location.to_i32_round(), scale);
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return draw_surface_cursor(renderer, wl_surface, location, scale);
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} else {
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Vec::new()
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}
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