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authorCosmic Chip Socket <34800072+cosmicchipsocket@users.noreply.github.com>2018-08-17 18:59:26 -0400
committerRĂ©mi Verschelde <rverschelde@gmail.com>2018-12-14 23:51:20 +0100
commitcf124b1415c4718325514ec32794fb0587885e3b (patch)
tree871970d65029ba383f5a9d3b66054a748ab6a11f /editor/icons/icon_loop_interpolation.svg
parent5f32fc82087404ac2c803770dc9d1e3711fc14fd (diff)
Use XInput2 RawMotion to generate MouseMotion events
The current system for capturing the mouse and generating motion events on X11 has issues with inaccurate and lopsided input. This is because both XQueryPointer and XWarpPointer work in terms of integer coordinates when the underlying X11 input driver may be tracking the mouse using subpixel coordinates. When warping the pointer, the fractional part of the pointer position is discarded. To work around this issue, the fix uses raw motion events from XInput 2. These events report relative motion and are not affected by pointer warping. Additionally, this means Godot is able to detect motion at a higher resolution under X11. Because this is raw mouse input, it is not affected by the user's pointer speed and acceleration settings. This is the same system as SDL2 uses for its relative motion. Multitouch input on X requires XInput 2.2. Raw motion events require XInput 2.0. Since 2.0 is old enough, this is now the minimum requirement to use Godot on X.
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