winex11.drv: Fix mouse input for builds without XInput2#7
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jeremybernstein wants to merge 1 commit intoGameNative:proton_10.0from
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winex11.drv: Fix mouse input for builds without XInput2#7jeremybernstein wants to merge 1 commit intoGameNative:proton_10.0from
jeremybernstein wants to merge 1 commit intoGameNative:proton_10.0from
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Update dlls_winex11_drv_mouse_c.patch with relative motion synthesis and WM_INPUT generation fix for no-XInput2 builds (Android/Termux). Based on Smuger's WM_INPUT fix from PR GameNative#6.
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Summary
Updates the
dlls_winex11_drv_mouse_c.patchto fix mouse input in builds compiled without XInput2 support (e.g. Android/Termux X11 with--without-xinput2).This builds on @Smuger's work in #6, which identified that
SEND_HWMSG_NO_RAWmust not be used when XInput2 is unavailable, since there is no explorer.exe raw input pipeline to generate WM_INPUT centrally.Changes
get_send_mouse_flags()helper that returnsSEND_HWMSG_NO_RAWwhen XInput2 is available, or0when absent, so each process generates its own WM_INPUT messagesX11DRV_MotionNotifyinstead of refusing to clip#ifdef HAVE_X11_EXTENSIONS_XINPUT2_Hguard aroundgrab_clipping_window()so clipping works in no-XInput2 buildspXFixesHideCursor/pXFixesShowCursorcalls on Android (crashes on Termux X11)Problem
Without XInput2, upstream Wine refuses cursor clipping entirely, which breaks mouse look/camera control in games. The previous patch only had the XFixes workaround. This extends it with proper relative motion support.
Test plan