renderer: add more uniforms to the screen shader (#11986)
These are: pointer_shape from the cursor-shape-v1 protocol prepared for v2, along with left_ptr...bottom_right_corner and killing (Hyprland specific)
pointer_shape_previous with
pointer_switch_time to blend between shapes
pointer_size scaled size as used by the normal cursor
pointer_pressed_positions[32] with
pointer_pressed_times[32] and
pointer_pressed_killed(32 bits) for click/touch animations and if they killed something
pointer_inactive_timeout with
pointer_last_active to smoothly fade the pointer out
pointer_hidden to hide it when the cursor is hidden (excluding by cursor:invisible as this config value can be used to turn off the normal cursor, which is useful when drawing it with the screen shader)
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11 changed files with 215 additions and 25 deletions
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@ -4,6 +4,7 @@
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#include <cstdint>
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#include <hyprutils/math/Vector2D.hpp>
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#include <ranges>
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#include <algorithm>
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#include "../../config/ConfigValue.hpp"
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#include "../../config/ConfigManager.hpp"
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#include "../../desktop/Window.hpp"
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@ -716,7 +717,7 @@ void CInputManager::setClickMode(eClickBehaviorMode mode) {
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case CLICKMODE_DEFAULT:
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Debug::log(LOG, "SetClickMode: DEFAULT");
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m_clickBehavior = CLICKMODE_DEFAULT;
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g_pHyprRenderer->setCursorFromName("left_ptr");
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g_pHyprRenderer->setCursorFromName("left_ptr", true);
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break;
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case CLICKMODE_KILL:
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@ -728,7 +729,7 @@ void CInputManager::setClickMode(eClickBehaviorMode mode) {
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refocus();
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// set cursor
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g_pHyprRenderer->setCursorFromName("crosshair");
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g_pHyprRenderer->setCursorFromName("crosshair", true);
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break;
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default: break;
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}
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