As X11 is a server/client protocol, issuing commands such as
XWarpPointer do not happen immediately, as such we need to identify when
the warp is complete to know to null out the movement. To do this we
track each warp issued and look for it's completion in the event filter.
As some events come in via XInput2 we need to also make use of this
instead of just relying on MotionNotify, as such the support has been
implemented for XI_Motion events.
DXGI DesktopDuplication does not send cursor positional updates when the
cursor is hidden, this happens when dragging a window around or when a
full screen application takes/hides the cursor. If this happened at the
same time as a resolution switch we don't know where the cursor really
is anymore.
If active this will prevent the client from sending keyboard events for
the windows key. The idea is to allow people to keep the windows key
bound to their WMs default action without causing the Windows start menu
to open
Some setups (e.g. Wayland) have high precision scroll wheel input, such
that the y-delta on an event may exceed 1. In these cases, scrolling up
currently gets treated as scrolling down.
This commit changes the checks to use > 0 rather than == 1.
This is the approach suggested in
https://wiki.libsdl.org/SDL_MouseWheelEvent.
This commit makes Looking Glass always use the OpenGL renderer when
running on Wayland. The EGL renderer is broken on Wayland and can't
reasonably be fixed until SDL is dropped entirely (as per
https://github.com/gnif/LookingGlass/issues/306).
Until that time, the OpenGL renderer provides a much better
Wayland-native experience.
This change allows us to look for and filter out the warp completion
event as we can obtain and use the serial number of the warp request to
do so. This is far more elegant then the x/y match that we were doing
prior.
eglSwapBuffers is allowed to block when called with a nonzero interval
parameter. On Wayland, Mesa will block until a frame callback arrives.
If an application is not visible, a compositor is free to not schedule
frame callbacks (in order to save CPU time rendering something that is
entirely invisible).
Currently, starting Looking Glass from a terminal, hiding it
entirely, and sending ^C will cause Looking Glass to hang joining the
render thread until the window is made visible again.
Calling eglDestroySurface is insufficient to unblock eglSwapBuffers, as
it attempts to grab the same underlying mutex.
Instead, this commit makes it so that we pass a 0 interval to
eglSwapBuffers when running on Wayland, such that we don't block waiting
for a frame callback. This is not entirely ideal as it *does* mean
Looking Glass submits buffers while hidden, but it seems better than
hanging on exit.
It also forces opengl:vsync and egl:vsync flags to off when running on
Wayland, as they are meaningless there.