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render: render DnD surface even if cursor is invisible

This commit is contained in:
Julian Orth 2024-03-02 00:38:29 +01:00
parent 2a61aee979
commit cf4c3bb4b5

View file

@ -253,7 +253,6 @@ impl dyn GfxFramebuffer {
if let Some(rect) = cursor_rect { if let Some(rect) = cursor_rect {
let seats = state.globals.lock_seats(); let seats = state.globals.lock_seats();
for seat in seats.values() { for seat in seats.values() {
if let Some(cursor) = seat.get_cursor() {
let (mut x, mut y) = seat.get_position(); let (mut x, mut y) = seat.get_position();
if let Some(dnd_icon) = seat.dnd_icon() { if let Some(dnd_icon) = seat.dnd_icon() {
let extents = dnd_icon.extents.get().move_( let extents = dnd_icon.extents.get().move_(
@ -265,6 +264,7 @@ impl dyn GfxFramebuffer {
renderer.render_surface(&dnd_icon, x, y, None); renderer.render_surface(&dnd_icon, x, y, None);
} }
} }
if let Some(cursor) = seat.get_cursor() {
if render_hardware_cursor || !seat.hardware_cursor() { if render_hardware_cursor || !seat.hardware_cursor() {
cursor.tick(); cursor.tick();
x -= Fixed::from_int(rect.x1()); x -= Fixed::from_int(rect.x1());