and on a secondary screen and locked to the screen (via scroll lock)
mouse motion is sent as motion deltas. When true and scroll lock
is toggled off the mouse is warped to the secondary screen's center
so the server knows where it is. This option is intended to support
games and other programs that repeatedly warp the mouse to the center
of the screen. This change adds general and X11 support but not
win32. The option name is "relativeMouseMoves".
didn't support them and the emulated versions were just as good
except for a performance problem with excessive locking and
unlocking of a mutex. So this also changes IArchString to
provide string rather than character conversion so we can lock
the mutex once per string rather than once per character.
multiple systems with automake, with X Windows and Carbon window
system APIs supported. It's also a starting port for supporting
win32 builds using mingw. OS X support is incomplete; the tree
will compile and link but the binaries will not function.
in use. The client was being correctly rejected but the already
connected client was being forcefully disconnected too because the
client to disconnect was found by looking up the client by name.
We now instead look up the client by IClient*.
The low-level hook can report mouse positions outside the boundaries
of the screen and bogus retrograde motion. This messes up switch on
double tap. This change attempts to detect and suppress the bogus
events.
changed locking to screen so that keys no longer count (only
mouse buttons and scroll lock toggled on). This is to deal
with the unreliability of key event reporting which can leave
us locked to a screen with no key physically pressed. The
result of this is that clients get key repeats and releases
without the corresponding key press. CKeyState handles this
by discarding repeat/release events on keys it hasn't seen go
down. Also made a few other minor fixes to win32 keyboard
handling.
broken when support for binary data was added. The terminating
NUL was included in the string as a character (that's in addition
to the terminating NUL added by std::string).
This new design is simpler. For keyboard support, clients need only
implement 4 virtual methods on a class derived from CKeyState and
one trivial method in the class derived from CPlatformScreen, which
is now the superclass of platform screens instead of IPlatformScreen.
Keyboard methods have been removed from IPlatformScreen, IPrimaryScreen
and ISecondaryScreen. Also, all keyboard state tracking is now in
exactly one place (the CKeyState subclass) rather than in CScreen,
the platform screen, and the key mapper. Still need to convert Win32.
on every key press and release so we don't have to updateKeys()
in isLockedToScreen(). However, if any key appears to be down
we still call updateKeys() to double check that it's really down.
If not we note the spurious lock and don't lock to the screen.
takes activation so the previously active window doesn't pop to
the top of the window stack when it regains activation. One
drawback of this is that the mouse cursor isn't shown when
a window (other than synergy's) is activated. However, synergy
does detect mouse motion as before and shows the cursor when it
sees any.
but making direct calls for other messages from the server. This
could cause messages to be handled out of order. Now making a
direct call for handshake complete.