The way TryInvPut and DropItemBeforeTrig interacted was fragile, don't think this would've worked as expected at the best of times. Looks like it was added as part of controller support so guessing this isn't vanilla behaviour anyway.
Previously this was falling back to FunctionCase, leading to inconsistent casing of class methods throughout the codebase. Applied to Item as an example.
Used when moving from one persistent variable to another where we want the source variable to be marked empty. Defining as a function instead of move constructor/assignment operator as we only really need to mark the source for xvalues. Detecting that in the constructor/assignment would be needlessly complicated.
This cleans up a bit of code and solves a few edge cases where an item
could be lost, the game be unresponsive, or miss fire an event during
lag cause of the cursor not reflecting the currently held item.
1. Do not interrupt mouse mode on virtual clicks.
2. Handle virtual clicks directly instead of sending an SDL event.
3. Fix D-Pad mouse emulation state handling.
4. Hides the modifier hints during D-Pad mouse emulation.
Introduces a `ControlDevice` global which is distinct from `ControlMode`
in that it is set to `Gamepad` even when simulating a mouse.
This allows us to avoid a number of edge cases related to mode changes.
Fixes#4242
The gamepad cursor (inventory, spells etc) no longer relies on warping a
real mouse cursor. This should make things work better on platforms that
do not support this, like Wayland.
While it does reference a global configuration option it's mainly concerned with the properties of the object itself, so makes sense to be a member of the object class.