[PATCH] winex11.drv: Don't confine the pointer to any window when just checking for active grab.
Rémi Bernon
rbernon at codeweavers.com
Wed Jan 15 07:51:26 CST 2020
On 1/15/20 1:21 PM, Gabriel Ivăncescu wrote:
> Fixes a regression introduced by 74efb3e872aebf57a42d62b52e149ae26f320c9a,
> which caused some random pointer warping on a setup with multiple "workspaces"
> when switching between them and a full screen game that warped the mouse.
>
> Signed-off-by: Gabriel Ivăncescu <gabrielopcode at gmail.com>
> ---
>
> As I understand, that commit was supposed to just check for a pointer grab,
> and temporarily "lock it" if it was free, while the pointer is warped via
> XWarpPointer. There's no need to confine it to root_window in this case,
> which causes issues with multiple workspaces apparently.
>
> It's not easy to reproduce reliably, but an example game to reproduce this
> with is SpellForce. Place the game in a Virtual Desktop that covers the
> entire screen on a different workspace (say, to the right of the current
> one). When entering a map, move the mouse in game to the left so it moves
> the map view. While this happens, quickly switch to the left workspace
> (with shortcuts), then the pointer will at seemingly random times warp to
> the right edge of the screen while you are in the new workspace (because
> the game's workspace is to the right).
>
> This patch, however, fixes that issue and many others that are hard to
> reproduce reliably, while switching workspaces from a fullscreen game.
>
> dlls/winex11.drv/mouse.c | 2 +-
> 1 file changed, 1 insertion(+), 1 deletion(-)
>
> diff --git a/dlls/winex11.drv/mouse.c b/dlls/winex11.drv/mouse.c
> index 290732f..7f0edd9 100644
> --- a/dlls/winex11.drv/mouse.c
> +++ b/dlls/winex11.drv/mouse.c
> @@ -1478,7 +1478,7 @@ BOOL CDECL X11DRV_SetCursorPos( INT x, INT y )
> if (!clipping_cursor &&
> XGrabPointer( data->display, root_window, False,
> PointerMotionMask | ButtonPressMask | ButtonReleaseMask,
> - GrabModeAsync, GrabModeAsync, root_window, None, CurrentTime ) != GrabSuccess)
> + GrabModeAsync, GrabModeAsync, None, None, CurrentTime ) != GrabSuccess)
> {
> WARN( "refusing to warp pointer to %u, %u without exclusive grab\n", pos.x, pos.y );
> return FALSE;
>
This looks good to me in any case but there's a bug report [1] that says
the original commit introduced some sluggishness.
I wasn't able to reproduce it, but that may be because I use only one
workspace? Does this fix the sluggishness as well?
[1] https://bugs.winehq.org/show_bug.cgi?id=47771
--
Rémi Bernon <rbernon at codeweavers.com>
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