When using jitRender, or on the first frame of an alert the window
doesn't get resized immediately causing it to cut off the end of the
text.
ImGui needs two passes to calulate the bounding box for automatically
sized windows, this is per it's design and not a bug, see:
https://github.com/ocornut/imgui/issues/2158#issuecomment-434223618
If the guest supports sending us it's UUID and PureSpice has also
reported the guest's UUID, check them to see if the user has
accidentially connected to the wrong spice socket.
The cursorThread prevents the host from going to sleep when the
video feed is disabled as it's subscribed to the cursor queue. Stopping
the cursorThread will unsubscribe from the queue and allow the host
application to disable capture.
Currently, this is visible through how fast the cursor blinks, with it
blinking faster at higher refresh rates. This commit makes the timing
consistent.
imgui really hates it when we update the modifier key state after igNewFrame.
The result is:
void ImGui::ErrorCheckEndFrameSanityChecks(): Assertion
`(key_mod_flags == 0 || g.IO.KeyMods == key_mod_flags) &&
"Mismatching io.KeyCtrl/io.KeyShift/io.KeyAlt/io.KeySuper vs io.KeyMods"'
failed.
Therefore, we buffer the modifier state information and update it in the IO
object right before we call igNewFrame.
This adds a new `earlyInit` call which allows the overlay to register
options before actually being intialized. Also the keybind handling and
state tracking for each overlay has been moved internal to the overlay
itself.
The way things were handled in EGLTexture is not only very hard to
follow, but broken. This change set breaks up EGLTexture into a modular
design making it easier to implement the various versions.
Note that DMABUF is currently broken and needs to be re-implemented.
When requested, JIT render mode will be used if the display server supports it.
Otherwise, a warning is generated instead.
This essentially uses the signalNextFrame logic for imgui, but for everything.
We automatically enable this mode when overlay is on.
Currently, this exposes some damage tracking bugs in the EGL renderer.
Now that we are drawing with damage rects, when the window is hidden and
then exposed the window may not get fully redrawn. This provides
`app_invalidateWindow` for the display server backend to call when the
screen needs a full redraw.
If the guest is not sending frames at a constant rate, the minimum FPS
timeout may expire drawing an additional frame. This change calculates
the average ups frame time over the past 100ms and adds this to the
timeout value allowing this value to be dynamic.
The accumulated time is not the best way to do this as the timer
function callback may not be exactly every 1000ms, by using the
monotonic clock we will get more accurate results.
A resolution switch could cause the renderer state to become invalid as
the texture format may change while it's being rendered. This fixes this
by adding a lock around the format change and render calls to the
renderer.
This option controls the time period (in ms) after which the help menu
appears when holding down the escape key. After this time period,
capture mode is no longer toggled.
This fixes#527.