XWarpPointer will always succeed, regardless of grabs, so if the pointer is already grabbed, by some other application, we should not ask to warp it.
Signed-off-by: Rémi Bernon rbernon@codeweavers.com --- dlls/winex11.drv/mouse.c | 13 +++++++++++++ 1 file changed, 13 insertions(+)
diff --git a/dlls/winex11.drv/mouse.c b/dlls/winex11.drv/mouse.c index fff6fc7047f..8d1dc5e35d7 100644 --- a/dlls/winex11.drv/mouse.c +++ b/dlls/winex11.drv/mouse.c @@ -1467,8 +1467,21 @@ BOOL CDECL X11DRV_SetCursorPos( INT x, INT y ) return FALSE; }
+ if (!clipping_cursor && + XGrabPointer( data->display, root_window, False, + PointerMotionMask | ButtonPressMask | ButtonReleaseMask, + GrabModeAsync, GrabModeAsync, root_window, None, CurrentTime ) != GrabSuccess) + { + WARN( "refusing to warp pointer to %u, %u without exclusive grab\n", pos.x, pos.y ); + return FALSE; + } + XWarpPointer( data->display, root_window, root_window, 0, 0, 0, 0, pos.x, pos.y ); data->warp_serial = NextRequest( data->display ); + + if (!clipping_cursor) + XUngrabPointer( data->display, CurrentTime ); + XNoOp( data->display ); XFlush( data->display ); /* avoids bad mouse lag in games that do their own mouse warping */ TRACE( "warped to %d,%d serial %lu\n", x, y, data->warp_serial );