It looks really weird having a separator right after a sentence ending in :.
A separator makes the list look detached from the paragraph that introduces
it, which looks awkward. Instead, this commit moves the separator before the
introducing paragraph.
Also added logic to properly pluralize the sentence.
The display servers and renderers may want to register their own
overlays in the future, as such we need g_state.overlays to be
initialized to allow for this.
Since we only update imgui's cursor location when the overlay is
enabled, if the last cursor position was showing a shape that is
incorrect when we re-enter the overlay the cursor will be wrong. This
corrects this by updating the location as we enter overlay mode.
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.
X11 needs to calibrate to get the best possible latency, as such it
needs the scene to render so that the render time of the scene can be
accounted for in the delay calculation.
This replaces the scaled `destRect` with a version that uses doubles
correcting the rounding error that is causing a failure to properly
clear the black bar areas.
This mesh will later be used to render only damaged portions of the desktop.
We also moved the coordinate transformation for damage overlay into a matrix
and computed by the shader.
XPresent doesn't give us the time before presentation, but the time just
after. This code calculates and calibrates a delay to sleep for before
signaling the wait event for render when using jitRender
After the damage queue PR, EGL damage count 0 means no change, and -1 means
invalidate the entire window. However, several other places have different
semantics, and we are not handling them correctly:
1. KVMFR uses 0 to signal invalidating the entire frame, so if we receive 0
rectangles in egl_on_frame, we should set damage count to -1.
2. The damage overlay treated 0 as full damage, which is now incorrect. This
is fixed, and now it treats 0 as no update, and -1 as full damage.