barriers: Add a couple pixels of elbow room for the hit detection
Pointers (and the hands that drive them) aren't very precise, and the slightest amount of nudging to either side might be enough to reset the event ID, making clients think they have an entirely new hit. Allow for a slightly bigger "hit box" before these barriers get reset. Signed-off-by: Jasper St. Pierre <jstpierre@mecheye.net> Reviewed-by: Jasper St. Pierre <jstpierre@mecheye.net>
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@ -79,7 +79,7 @@ struct PointerBarrierClient {
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int barrier_event_id;
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int release_event_id;
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Bool hit;
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Bool last_hit;
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Bool seen;
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};
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typedef struct _BarrierScreen {
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@ -220,6 +220,35 @@ barrier_is_blocking(const struct PointerBarrier * barrier,
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return rc;
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}
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#define HIT_EDGE_EXTENTS 2
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static BOOL
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barrier_inside_hit_box(struct PointerBarrier *barrier, int x, int y)
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{
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int x1, x2, y1, y2;
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int dir;
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x1 = barrier->x1;
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x2 = barrier->x2;
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y1 = barrier->y1;
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y2 = barrier->y2;
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dir = ~(barrier->directions);
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if (barrier_is_vertical(barrier)) {
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if (dir & BarrierPositiveX)
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x1 -= HIT_EDGE_EXTENTS;
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if (dir & BarrierNegativeX)
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x2 += HIT_EDGE_EXTENTS;
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}
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if (barrier_is_horizontal(barrier)) {
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if (dir & BarrierPositiveY)
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y1 -= HIT_EDGE_EXTENTS;
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if (dir & BarrierNegativeY)
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y2 += HIT_EDGE_EXTENTS;
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}
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return x >= x1 && x <= x2 && y >= y1 && y <= y2;
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}
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static BOOL
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barrier_blocks_device(struct PointerBarrierClient *client,
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DeviceIntPtr dev)
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@ -267,7 +296,7 @@ barrier_find_nearest(BarrierScreenPtr cs, DeviceIntPtr dev,
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struct PointerBarrier *b = &c->barrier;
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double distance;
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if (c->hit)
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if (c->seen)
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continue;
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if (!barrier_is_blocking_direction(b, dir))
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@ -388,8 +417,9 @@ input_constrain_cursor(DeviceIntPtr dev, ScreenPtr screen,
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}
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xorg_list_for_each_entry(c, &cs->barriers, entry) {
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c->last_hit = c->hit;
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c->hit = FALSE;
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c->seen = FALSE;
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if (c->hit && !barrier_inside_hit_box(&c->barrier, x, y))
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c->hit = FALSE;
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}
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out:
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@ -459,7 +489,7 @@ CreatePointerBarrierClient(ClientPtr client,
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ret->barrier_event_id = 0;
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ret->release_event_id = 0;
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ret->hit = FALSE;
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ret->last_hit = FALSE;
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ret->seen = FALSE;
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ret->barrier.x1 = min(stuff->x1, stuff->x2);
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ret->barrier.x2 = max(stuff->x1, stuff->x2);
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ret->barrier.y1 = min(stuff->y1, stuff->y2);
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