backends/native: Keep general direction when crossing monitors

When the pointer crosses monitors, we account for a single motion event
resulting in the pointer moving across more than 2 monitors, in order
to correctly account each monitor scale and the distance traversed
across each monitor in the resulting relative motion vector.

However, memory on the direction is kept short, each iteration to
find the target view just remembers the direction it came from. This
brings a pathological case with 4 monitors with the same resolution
in a 2x2 grid, and a motion vector that crosses monitors at the
intersection of all 4 in a perfect diagonal. (Say, monitors are
all 1920x1080 and pointer moves from 1920,1080 to 1919,1079).

In that case, the intersection point at the crossing between 4
monitors (say, 1920,1080) will be considered to intersect with 2
edges of each view. Since there is always at least 2 directions to
try, the loop will always find the direction other than the one
it came from, and as a result endlessly jump across all 4 possible
choices.

In order to fix this, consider only the global v/h directions,
we already know if the pointer moves left/right or up/down, so
only consider those directions to jump across monitors.

For the case at hand, this will result in three monitors visited,
(either bottomright/bottomleft/topleft, or bottomright/topright/topleft)
with a total distance of 0,0 in the middle one, effectively
resulting in a correct diagonal motion.

Closes: https://gitlab.gnome.org/GNOME/mutter/-/issues/2598
Part-of: <https://gitlab.gnome.org/GNOME/mutter/-/merge_requests/2803>
This commit is contained in:
Carlos Garnacho 2023-01-24 13:34:29 +01:00 committed by Marge Bot
parent 34a9141a6c
commit 8f268f2930

View File

@ -1158,12 +1158,22 @@ relative_motion_across_outputs (MetaViewportInfo *viewports,
float x = cur_x, y = cur_y; float x = cur_x, y = cur_y;
float target_x = cur_x, target_y = cur_y; float target_x = cur_x, target_y = cur_y;
float dx = *dx_inout, dy = *dy_inout; float dx = *dx_inout, dy = *dy_inout;
MetaDisplayDirection direction = -1; MetaDisplayDirection direction_h, direction_v;
#define META_DISPLAY_NONE -1
direction_h = dx > 0.0 ? META_DISPLAY_RIGHT :
dx < 0.0 ? META_DISPLAY_LEFT :
META_DISPLAY_NONE;
direction_v = dy > 0.0 ? META_DISPLAY_DOWN :
dy < 0.0 ? META_DISPLAY_UP :
META_DISPLAY_NONE;
#undef META_DISPLAY_NONE
while (cur_view >= 0) while (cur_view >= 0)
{ {
MetaLine2 left, right, top, bottom, motion; MetaLine2 left, right, top, bottom, motion;
MetaVector2 intersection; MetaVector2 intersection;
MetaDisplayDirection direction;
cairo_rectangle_int_t rect; cairo_rectangle_int_t rect;
float scale; float scale;
@ -1193,16 +1203,16 @@ relative_motion_across_outputs (MetaViewportInfo *viewports,
{ rect.x + rect.width, rect.y + rect.height } { rect.x + rect.width, rect.y + rect.height }
}; };
if (direction != META_DISPLAY_RIGHT && if (direction_h == META_DISPLAY_LEFT &&
meta_line2_intersects_with (&motion, &left, &intersection)) meta_line2_intersects_with (&motion, &left, &intersection))
direction = META_DISPLAY_LEFT; direction = META_DISPLAY_LEFT;
else if (direction != META_DISPLAY_LEFT && else if (direction_h == META_DISPLAY_RIGHT &&
meta_line2_intersects_with (&motion, &right, &intersection)) meta_line2_intersects_with (&motion, &right, &intersection))
direction = META_DISPLAY_RIGHT; direction = META_DISPLAY_RIGHT;
else if (direction != META_DISPLAY_DOWN && else if (direction_v == META_DISPLAY_UP &&
meta_line2_intersects_with (&motion, &top, &intersection)) meta_line2_intersects_with (&motion, &top, &intersection))
direction = META_DISPLAY_UP; direction = META_DISPLAY_UP;
else if (direction != META_DISPLAY_UP && else if (direction_v == META_DISPLAY_DOWN &&
meta_line2_intersects_with (&motion, &bottom, &intersection)) meta_line2_intersects_with (&motion, &bottom, &intersection))
direction = META_DISPLAY_DOWN; direction = META_DISPLAY_DOWN;
else else