From 1cd588f25c3d48d8ede77f1e5ef4486ef9cb4a9d Mon Sep 17 00:00:00 2001 From: Cameron Gutman Date: Sat, 27 Apr 2024 17:13:02 -0500 Subject: [PATCH] Don't set relative warp mode based on absolute/relative mouse mode This breaks pointer capture on Wayland when we start in absolute mouse mode (since warp is not supported on Wayland). It's also confusing to users because it leads to different relative mouse acceleration curves based on whether you start a stream in relative mode or not. --- app/streaming/input/input.cpp | 8 -------- 1 file changed, 8 deletions(-) diff --git a/app/streaming/input/input.cpp b/app/streaming/input/input.cpp index fb11938b..95db06e0 100644 --- a/app/streaming/input/input.cpp +++ b/app/streaming/input/input.cpp @@ -42,14 +42,6 @@ SdlInputHandler::SdlInputHandler(StreamingPreferences& prefs, int streamWidth, i // Allow gamepad input when the app doesn't have focus if requested SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, prefs.backgroundGamepad ? "1" : "0"); - // If absolute mouse mode is enabled, use relative mode warp (which - // is via normal motion events that are influenced by mouse acceleration). - // Otherwise, we'll use raw input capture which is straight from the device - // without modification by the OS. - SDL_SetHintWithPriority(SDL_HINT_MOUSE_RELATIVE_MODE_WARP, - prefs.absoluteMouseMode ? "1" : "0", - SDL_HINT_OVERRIDE); - #if !SDL_VERSION_ATLEAST(2, 0, 15) // For older versions of SDL (2.0.14 and earlier), use SDL_HINT_GRAB_KEYBOARD SDL_SetHintWithPriority(SDL_HINT_GRAB_KEYBOARD,