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Crosshairs #95
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Crosshairs #95
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This is much better now! Something I always wanted to fix.
When moving the crosshairs between monitors, sometimes this happens: crosshairs.mp4 |
That's unfortunate. I'm not entirely sure why that happens. Reverting 0eeba3a fixes, it. That does mean we mark the outputs as dirty more often than necessary. I'd have to investigate more to see if there is a better way to handle that. |
By the way do you have merge permissions or does this still require @emersion's approval first? |
I have merge permissions, but I would like it to be reviewed by someone else before merging. |
Any luck with this? Or perhaps this could still be shipped since it doesn't seem like a showstopper, especially since crosshairs are not enabled by default. |
No, I haven't investigated it any more yet. (But the revert is on this branch). |
Ok, I think I've got better checks on when to mark outputs as dirty now. I was just missing a condition in an if statements one of the places where |
New PR is at emersion/slurp#95 now
This has been working well for me, thanks! |
@emersion any objection to merging this? |
@tmccombs any luck? |
And have a seperate header file too.
…oordinates This simplifies rendering, since we don't have to subtract the origin of the output from the selection coordinates for each operation. This also fixes the coordinates for the crosshairs drawn on the screen. Previously, the calls to draw the crosshairs used a mix of both coordinate systems, which would work for a single output, but not for many multi-output setups.
The selection color defaults to being transparent, which is not very visible if used over a light background, at least with the default background color. I think using the border color is more useful.
In man page and help output.
I've resolved the conflicts. |
I've been using this locally for a while from a manual build and I've been super happy with it. Thanks for putting it together @tmccombs! |
This is based on #56, but has been rebased on master, and fixed some issues I found while testing (mostly around outputs that don't start at the origin).