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[GH-ISSUE #1128] Problems when the pointer is captured by the client #906
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Reference: github-starred/barrier#906
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Originally created by @Rayzeq on GitHub (Apr 14, 2021).
Original GitHub issue: https://github.com/debauchee/barrier/issues/1128
Describe the bug
When an application on the server captures the pointer, there is no problem. But if an application captures the pointer on the client it moves very strangely (everything is too fast, the movements don't go in the right direction)
To Reproduce
Run an application that captures the pointer (almost all 3d games) on the client, and control the camera with the server mouse
Screenshots
https://user-images.githubusercontent.com/26172375/114715276-34395e80-9d33-11eb-8a9c-571fac065909.mp4 (I moved my mouse normally, as if I wanted to look around)
Desktop:
Additional context
I think the problem is that barrier doesn't know that the cursor is moved to the middle of the screen (that's what happens when it is captured), so the server sends the cursor position to the wrong place. This also explains why the movements are fast, because the cursor is much further from the middle of the screen than it should be. Note also that the cursor can return to the server screen, which should not be the case.
PS: I tried to check 'Use relative mouse moves', nothing changed.
PPS: I used a translation tool to write this message, so there are probably some mistakes
@blueforesticarus commented on GitHub (Feb 11, 2022):
I have the opposite issue, when the pointer is captured on the server it is not respected, and after panning to the right in a game the cursor hops over to the client.
@Rayzeq commented on GitHub (Feb 11, 2022):
@blueForestIcarus Indeed, the cursor leaves the server screen even if it is captured, but I think that's another issue, and you can use a keybind to lock the cursor to a screen as a workaround.