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authorPeter Hutterer <peter.hutterer@who-t.net>2023-04-18 16:53:05 +1000
committerPeter Hutterer <peter.hutterer@who-t.net>2023-04-27 13:15:14 +1000
commitd3481c88072d0a9713939d0eb0fb83478a032186 (patch)
tree374ec884f7565b5167edd492ec432b8a3bdebdfd /doc
parent64af4beb6b969ce346b0c30648e833c3db7b5e86 (diff)
downloadlibinput-d3481c88072d0a9713939d0eb0fb83478a032186.tar.gz
evdev: if a device's rotation is around 180 degrees, flip the wheel
For a device used upside-down, make sure the wheels correspond to the new physical directions. There's a grace range of 20 degrees either way since that seems like it makes sense. For 90 degree rotation (or 270 degree) the wheel is left as-is, the heuristics to guess what angle we want in this case is not clear enough. Signed-off-by: Peter Hutterer <peter.hutterer@who-t.net>
Diffstat (limited to 'doc')
-rw-r--r--doc/user/configuration.rst4
1 files changed, 4 insertions, 0 deletions
diff --git a/doc/user/configuration.rst b/doc/user/configuration.rst
index f895d602..16207285 100644
--- a/doc/user/configuration.rst
+++ b/doc/user/configuration.rst
@@ -173,3 +173,7 @@ allowing the device to be used e.g. sideways or upside-down. For example, a
trackball may be used in a 90° rotated position for accessibility reasons -
such a rotated position allows triggering the buttons with the thumb or
the non-dominant hand.
+
+Note that where a device rotation is higher than 160 but less than 200 degrees,
+the direction of wheels is also inverted. For all other angles, the wheel
+direction is left as-is.