kwin/autotests/libinput
Xaver Hugl 630ba5fab4 pointer input: handle warp events differently from absolute motion events
As Wayland doesn't have a warp event yet, before this commit, warps were
dealt with like normal absolute motion events. This trips up games though,
which don't deal with actual absolute motion events well. As a solution
to that, until an actual warp event is a thing, we send a motion event with
a position + a relative motion event with no motion

BUG: 458233
CCBUG: 482476
2024-03-19 20:13:11 +01:00
..
CMakeLists.txt
device_test.cpp
gesture_event_test.cpp
input_event_test.cpp
key_event_test.cpp
mock_libinput.cpp
mock_libinput.h
pointer_event_test.cpp
switch_event_test.cpp
touch_event_test.cpp