- Re-enable FPS counter, which is hidden by default anyway - but essential while working on an actual project.
- Fix link in the platform's README.
- Re-order list of supported platforms (alphabetical order to maintain consistency).
If the pointer should be confined, keep trying until a confine/lock signal is received. This considerably improves locking/confinement reliability on compositors where confining can be a racy operation, or may not take effect until the pointer is actually in the confinement region.
A pointer lock is used to special-case 1x1 confinement regions, as otherwise, the pointer can still exhibit jitter at the subpixel level, particularly on scaled desktops.
Pointer events in seat version 5 and higher should be grouped and sent together when a pointer frame event occurs. Store pending pointer motion events and dispatch them together when a frame event is received.
This helps avoid spurious pointer motion events that some compositors generate with no associated frame (e.g. from some tablet events).
This adds several minor changes to the gyro instruments.
* The HID Sensor Time display is now throttled to 10hz.
* Calibration for the gyro is now time based, not sample count based. Different polling rates will have drift calibrated over the same space of time.
* Pitch/Yaw/Roll readout: Yaw is prioritized, and then pitch, and then roll. This gives a more human-readable pitch/yaw/roll display, closely matching game engines.
* Pitch/Yaw/Roll text is colorized to match the axes in the 3D gizmo.
* Added set of axes to the 3D gizmo to show the "Left Hand Space" positive axis directions.
On newer systems, the trick isn't necessary, and if you do it, if the user is
moving the mouse when launching the app, it'll show a hidden Dock.
Fixes#10340.
Always update the border sizes on frame extent events, or they can incorrectly still be zero if followed by a PropertyNotify event when leaving fullscreen.
Fixes sending the correct restored window size when leaving fullscreen in fvwm.
The Xbox Adaptive Controller reports the pressed guide button state as 2
instead of 1. This is contrary to the spec, but it's needed for the guide
button to work.
This also adds a bit more documentation on observed-but-not-known GUIDs.
This is a special-case piece of functionality, generally these are expected
to go away during shutdown, but maybe someone is switching between audio
subsystems or something...
SDL2 would set a high bit in the mouse button flags to indicate when raw input had been read from, without this, if you hold down a mouse button and left raw input mode (leaving relative mode) the button would remain partially stuck, and would require two clicks to start producing mouse down events again.
SDL3's raw input code was refactored to not use the mouse button flags, but forgot to invalidate the flags, causing this bug to manifest.