The mouse position is set in window coordinates, but it's clipped to the
game area in drawable area coordinates. Previously, the scaling between
these two was not taken into account when calculating the right/bottom
edges of the game area. When the clipped mouse position was converted
back to window coordinates and rounded to the nearest integer, it could
end up on the edge of the game area, not inside of it. This leads to a
loop in which the clipped mouse position is outside of the game area and
needs to be clipped again.
This fixes bug #12646.
Apple's desktop operating system was formerly called "Mac OS X" and "OS X", but since 2016 it has been called "macOS" (starting with version 10.12).
Changing across all comments and documentation to use this current terminology, except in cases where the historical versions are explicitly referenced. No code changes are made; we should consider changing those in future PRs.
The new PSP toolchain automatically links system libraries which wasn't
the case before. The ordering of libraries builtin in GCC and our spec
file collided. This fixes the order.
PSP SDK includes time.h so it needs an exemption.
A warning was emitted about a if without curly braces which are needed.
Needed for Myst 3 mouse look, probably other games too
This should be followed up by similar update of relMouse for the cases of mouse look using a hardware mouse, a joystick, trackball, pen etc. We should also check if we need to do this for the cases of moving the mouse while holding down a button and for multitouch events that emulate that (eg. hold two fingers down and move).
On a Chromebook, the keyboard may be present but hidden (not available for
use) because the device is flipped around in Tablet mode. In this case we want
the soft keyboard to be available. This change also hides the soft keyboard
button if the hardware keyboard is available, since it doesn't do anything.
Fixes#13138.