Using util_cursorToInt messes with the error tracking for normal movements,
and is not necessary since we are computing an absolute position on the
client window.
Instead, we should pass doubles directly to display servers and let them
decide how to best handle them. For example, XIWarpPointer accepts doubles
directly.
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 is enabled on default. Specify wayland:warpSupport=no to disable it,
which may be useful on certain compositors that do not warp when the
pointer is confined.
This commit converts the output of ds->getProp(LG_DS_WARP_SUPPORT) to
an enum containing three items:
* LG_DS_WARP_NONE: warp is not supported at all
* LG_DS_WARP_SURFACE: warp is possible, but only inside the window
* LG_DS_WARP_SCREEN: warp is possible anywhere on the screen
LG_DS_WARP_NONE corresponds to the old false return value, and
LG_DS_WARP_SCREEN corresponds to the old true return value.
LG_DS_WARP_SURFACE is designed for Wayland, where warping is possible,
but only in our window. In this case, since we cannot warp outside
the window, we can warp the cursor to the edge when we attempt to exit.
If the cursor leaves, the normal leave routine gets called, and the
cursor disappears. If the cursor does not end up leaving, we grab it
again.
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.
If the guest has it's output rotated (ie, landscape) we must rotate and
translate the pointer draw location, as well as all the translations of
cursor coordinate spaces based on the rotation, along with any local
rotations that may also be applied.
zwp_relative_pointer_manager_v1 and zwp_pointer_constraints_v1 are
supported by GNOME/KDE/sway (and most other compositors), but they are
not a required part of the protocol.
Some users also run software in one-off nested compositors like cage[0]
for an extra layer of isolation; cage, at least, does not support
pointer captures.
This commit makes Looking Glass warn when an optional protocol is
unsupported, and fail if a required one is missing. Pointer grab paths
have a new guard against the aforementioned protocols being missing.
[0]: https://github.com/Hjdskes/cage
We are actually getting mouse events directly from Wayland instead of going
through SDL, so we call app_updateCursorPos in pointer motion handlers and
swallow the SDL event.
Also removed parameters for app_handleMouseBasic as it relies exclusively on
absolute positions provided by app_updateCursorPos. Wayland does not give
you relative movements at all unless grabbed and passing absolute movements
is semantically incorrect.
Note that when the cursor is grabbed, movements are handled entirely through
relativePointerMotionHandler in wayland.c and does not go through
app_handleMouseBasic at all.
Platforms such as Wayland have no abillity to warp the cursor, as such
can not operate in an always relative mode. This property allows
platforms to report the lack of warp support and prevent LG from
grabbing the pointer.
Some platforms such as Wayland need to set environment vairables before
SDL is initialized, as such this change detects the display server
before SDL has started and calls the new `earlyInit` method providing
the implementation an opportunity to set things up.