wayland: Also check tools for cursor usage during cursor destruction
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@@ -189,7 +189,6 @@ typedef struct SDL_WaylandSeat
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struct zwp_pointer_gesture_pinch_v1 *gesture_pinch;
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struct zwp_pointer_gesture_pinch_v1 *gesture_pinch;
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SDL_WindowData *focus;
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SDL_WindowData *focus;
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SDL_CursorData *current_cursor;
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// According to the spec, a seat can only have one active gesture of any type at a time.
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// According to the spec, a seat can only have one active gesture of any type at a time.
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SDL_WindowData *gesture_focus;
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SDL_WindowData *gesture_focus;
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@@ -897,7 +897,7 @@ static void Wayland_FreeCursorData(SDL_CursorData *d)
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// Stop any frame callbacks and detach buffers associated with the cursor being destroyed.
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// Stop any frame callbacks and detach buffers associated with the cursor being destroyed.
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wl_list_for_each (seat, &video_data->seat_list, link)
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wl_list_for_each (seat, &video_data->seat_list, link)
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{
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{
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if (seat->pointer.current_cursor == d) {
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if (seat->pointer.cursor_state.current_cursor == d) {
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Wayland_CursorStateDestroyFrameCallback(&seat->pointer.cursor_state);
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Wayland_CursorStateDestroyFrameCallback(&seat->pointer.cursor_state);
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// Custom cursor buffers are about to be destroyed, so ensure they are detached.
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// Custom cursor buffers are about to be destroyed, so ensure they are detached.
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@@ -905,7 +905,21 @@ static void Wayland_FreeCursorData(SDL_CursorData *d)
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wl_surface_attach(seat->pointer.cursor_state.surface, NULL, 0, 0);
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wl_surface_attach(seat->pointer.cursor_state.surface, NULL, 0, 0);
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}
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}
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seat->pointer.current_cursor = NULL;
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seat->pointer.cursor_state.current_cursor = NULL;
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}
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SDL_WaylandPenTool *tool;
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wl_list_for_each (tool, &seat->tablet.tool_list, link) {
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Wayland_CursorStateDestroyFrameCallback(&tool->cursor_state);
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if (tool->cursor_state.current_cursor == d) {
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// Custom cursor buffers are about to be destroyed, so ensure they are detached.
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if (!d->is_system_cursor && tool->cursor_state.surface) {
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wl_surface_attach(seat->pointer.cursor_state.surface, NULL, 0, 0);
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}
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tool->cursor_state.current_cursor = NULL;
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}
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}
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}
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}
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}
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