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.
When entering overlay mode if the cursor was previously grabbed we
should restore the state when exiting overlay mode. This will also
correct the pointer setting it to NONE or SQUARE depending on the prior
grab state.
We now give ImGui the true logical size of the window and tell it to scale
the framebuffer. To fix the blurry fonts, we continue to load fonts at the
scale necessary for the DPI and use FontGlobalScale to shrink the fonts back
to the logical size. The font rectangle is then expanded by the framebuffer
scaling, resulting in good text rendering.
This method has the advantage of not messing up the sizes of resizable
overlays when moving across monitors.
The default of [0, 50] makes sense for FPS/UPS graphs, but does not for
things like the import graph. The latter should not take more than 5 ms
for sure.
This commit allows the min/max y-axis value to be specified when registering
the graph.
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.
This is necessary in case overlays change size. When this happens, we must
damage the larger of the overlays' rectangles this frame and last frame.
This erases the overlay from where it is no longer appears.
In order to do this, we must keep track of the rectangles for every overlay
with no exception. We cannot short-circuit the generation of rectangles if
we run out of buffer space, and we must allocate space for MAX_OVERLAY_RECTS
rectangles for every frame. Otherwise, we will not know where to erase the
overlay if it disappears.
This fixes a regression caused by the move from SDL2 which handled this
itself. We should only minimize when focus is lost if the application
was in full screen mode.
Instead of damaging the entire surface when rendering a cursor move,
we can use the EGL_KHR_swap_buffers_with_damage extension to only
damage the part of the window covered by the cursor. This should
reduce the cursor movement latency on Wayland.
Currently, (un)grabPointer is used both for tracking/confining the mouse
in normal mode, as well as entering/exiting capture mode. This makes it
impossible to use separate cursor logic for capture mode, which is needed
to deal with overlapping windows for the Wayland backend.
This commit creates separate (un)capturePointer for entering/exiting
capture mode. There should be no behaviour changes.
This adds a new method to the display server interface to allow the
application to notify the ds when there is a guest cursor position
update along with the translated local guest cursor position. This makes
it possible for the display server to keep the local cursor position in
sync with the guest cursor so that window leave events can be detected
when the cursor would move into an overlapping window.
Wayland currently just has a stub for this, and the X11 implementation
still needs some minor tweaking.
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.
When users press escapeKey for a long time, they probably want to
see the help text instead of actually toggling capture. Therefore,
if the key is held down for more than 500 ms, we assume the user
wants to look at the help text and do not toggle capture mode.
500 ms seems to be a decent compromise, allowing slow presses, but
is not enough time for the user to have looked at the help text.
This makes dealing with window manager shortcuts that overlap with guest
keys more pleasant, while retaining the previous functionality for users
who prefer it.
For instance, previously, using Alt+Tab (or $mod as Alt in i3/sway
movement commands) would result in the guest retaining Alt as pressed.
When the guest regained focus, it would continue thinking Alt is
pressed, leading to accidentally triggering obscure shortcuts. One had
to remember to press Alt again to "unstick" things, which was
suboptimal.
Before, if you want to see the FPS, you need to close the client and
restart it with the -k switch to see the FPS. This is annoying.
This PR introduces a new keybind, ScrollLock+D, which, when pressed,
toggles the display of the FPS.
This is implemented for both EGL and OpenGL backends.
One of the major issues with the old tracking code is a data race
between the cursor thread updating g_cursor.guest and the
app_handleMouseBasic function. Specifically, the latter may have
sent mouse input via spice that has not been processed by the guest
and updated g_cursor.guest, but the guest may overwrite g_cursor.guest
to a previous state before the input is processed. This causes some
movements to be doubled. Eventually, the cursor positions will
synchronize, but this nevertheless causes a lot of jitter.
In this commit, we introduce a new field g_cursor.projected, which
is unambiguously the position of the cursor after taking into account
all the input already sent via spice. This is synced up to the guest
cursor upon entering the window and when the host restarts. Afterwards,
all mouse movements will be based on this position. This eliminates
all cursor jitter as far as I could tell.
Also, the cursor is now synced to the host position when exiting
capture mode.
A downside of this commit is that if the 1:1 movement patch is not
correctly applied, the cursor position would be wildly off instead
of simply jittering, but that is an unsupported configuration and
should not matter.
Also unsupported is when an application in guest moves the cursor
programmatically and bypassing spice. When using those applications,
capture mode must be on. Before this commit, we try to move the guest
cursor back to where it should be, but it's inherently fragile and
may lead to scenarios such as wild movements in first-person shooters.
Using a macro ENABLE_OPENGL just like ENABLE_EGL to optionally remove
OpenGL implementation code. This is mostly because on Wayland it's just
a rehash of the EGL code (as EGL is the only way to create OpenGL
contexts on Wayland).
As the window manager may change our mode to full screen without our
request we must ask the ds backend for the current state when we want to
toggle the mode.