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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.
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1 changed files with 0 additions and 8 deletions
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@ -42,14 +42,6 @@ SdlInputHandler::SdlInputHandler(StreamingPreferences& prefs, int streamWidth, i
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// Allow gamepad input when the app doesn't have focus if requested
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SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, prefs.backgroundGamepad ? "1" : "0");
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// If absolute mouse mode is enabled, use relative mode warp (which
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// is via normal motion events that are influenced by mouse acceleration).
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// Otherwise, we'll use raw input capture which is straight from the device
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// without modification by the OS.
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SDL_SetHintWithPriority(SDL_HINT_MOUSE_RELATIVE_MODE_WARP,
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prefs.absoluteMouseMode ? "1" : "0",
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SDL_HINT_OVERRIDE);
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#if !SDL_VERSION_ATLEAST(2, 0, 15)
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// For older versions of SDL (2.0.14 and earlier), use SDL_HINT_GRAB_KEYBOARD
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SDL_SetHintWithPriority(SDL_HINT_GRAB_KEYBOARD,
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