Use surface matrix for software cursors
A similar change should probably be applied to hardware cursors, though more complicated. Also, this doesn't actually fix the issue where the cursor is too small when over a scale=2 surface. Apparently they don't set their cursor scales to 2. Seems like a client bug? idk
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@ -429,8 +429,17 @@ void wlr_output_swap_buffers(struct wlr_output *output) {
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// with a NULL buffer to hide it
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// with a NULL buffer to hide it
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if (renderer && texture && texture->valid) {
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if (renderer && texture && texture->valid) {
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float matrix[16];
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float matrix[16];
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wlr_texture_get_matrix(texture, &matrix, &output->transform_matrix,
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if (output->cursor.surface) {
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float translation[16];
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wlr_matrix_translate(&translation,
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output->cursor.x, output->cursor.y, 0);
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wlr_surface_get_matrix(output->cursor.surface,
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&matrix, &output->transform_matrix, &translation);
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} else {
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wlr_texture_get_matrix(texture,
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&matrix, &output->transform_matrix,
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output->cursor.x, output->cursor.y);
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output->cursor.x, output->cursor.y);
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}
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wlr_render_with_matrix(renderer, texture, &matrix);
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wlr_render_with_matrix(renderer, texture, &matrix);
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}
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}
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}
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}
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@ -656,7 +656,7 @@ void wlr_surface_get_matrix(struct wlr_surface *surface,
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if (transform) {
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if (transform) {
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wlr_matrix_mul(matrix, transform, matrix);
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wlr_matrix_mul(matrix, transform, matrix);
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}
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}
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wlr_matrix_scale(&scale, width, height, surface->current->scale);
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wlr_matrix_scale(&scale, width, height, 1);
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wlr_matrix_mul(matrix, &scale, matrix);
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wlr_matrix_mul(matrix, &scale, matrix);
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wlr_matrix_mul(projection, matrix, matrix);
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wlr_matrix_mul(projection, matrix, matrix);
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}
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}
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