Regresion: Can no longer infinite drag if the mouse hits an screen edge #113511
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Reference: blender/blender#113511
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System Information
Operating system: Windows-10-10.0.22621-SP0 64 Bits
Graphics card: NVIDIA GeForce RTX 3070/PCIe/SSE2 NVIDIA Corporation 4.6.0 NVIDIA 537.42
Blender Version
Broken: version: 4.1.0 Alpha, commit date: 2023-10-10 16:27, hash:
a565b586d912
Worked: (newest version of Blender that worked as expected)
Short description of error
Can no longer infinite drag if the mouse hits an screen edge
Exact steps for others to reproduce the error
@Harley
Not sure if I can repro, there is some weird cursor wrapping behavior on linux though.
I can confirm. Reverting
1d141e721c
fixes the continuous grab@guishe
Just making sure we are seeing the same things. This is a problem when the mouse hits the desktop edge right? As in if you have multiple monitors it works okay in a middle monitor, just not at the desktop edges. And this is when the blender window's edge is exactly on the edge? Because if I pull the blender window just a pixel or two away from the edge then it works okay. Sound the same?
@iss - I'm assuming that the changes in
1d141e721c
couldn't affect Linux at all. Are you seeing otherwise?I did check with older versions and the behavior is consistent. It seems to fail to wrap cursor when going in direction where 2nd monitor is too fast. Don't have windows machine with 2 monitors atm to check.
Thank you so much for testing. I couldn't see any way the changes could affect Linux, but I've been wrong before.
And at the bottom too
Was the rectangle given by
GetClientRect
is used.https://learn.microsoft.com/en-us/windows/win32/api/winuser/nf-winuser-getclientrect#remarks
It says that the bottom and right coordinates count an exclusive pixel.
Perfect. Thanks!
Yes, that issue probably screws up by a pixel in a bunch of places.
Not strictly for this though. In a nutshell the warping can occur outside of our window but not outside of the desktop bounds. So when our window is right against the outer edge we need some margin, enough for the cursor warping to occur. Now we are using a value that is 10% of the warping bounds width - and that applies in all directions.