Mercurial > sdl-ios-xcode
annotate docs/html/time.html @ 4167:a6f635e5eaa6 SDL-1.2
Fixed bug #611
From Tim Angus 2008-08-12 11:18:06
I'm one of the maintainers of ioquake3.org, an updated version of the
Quake 3 engine. Relatively recently, we moved ioq3 to use SDL as a
replacement for 95% of the platform specific code that was there. On the
whole it's doing a great job but unfortunately since the move we've been
getting complaints about the quality of the mouse input on the Windows
platform to the point where for many the game is unplayable. Put in
other terms, the current stable SDL 1.2 is basically not fit for purpose
if you need high quality mouse input as you do in a first person shooter.
Over the weekend I decided to pull my finger out and actually figure out
what's going on. There are basically two major problems. Firstly, when
using the "windib" driver, mouse input is gathered via the WM_MOUSEMOVE
message. Googling for this indicates that often this is known to result
in "spurious" and/or "missing" mouse movement events; this is the
primary cause of the poor mouse input. The second problem is that the
"directx" driver does not work at all in combination with OpenGL meaning
that you can't use DirectInput if your application also uses OpenGL. In
other words you're locked into using the "windib" driver and its poor
mouse input.
In order to address these problems I've done the following:
* Remove WM_MOUSEMOVE based motion event generation and replace with
calls to GetCursorPos which seems much more reliable. In order to
achieve this I've moved mouse motion out into a separate function that
is called once per DIB_PumpEvents.
* Remove the restriction on the "directx" driver being inoperable in
combination with OpenGL. There is a bug for this issues that I've
hijacked to a certain extent
(http://bugzilla.libsdl.org/show_bug.cgi?id=265). I'm the first to admit
I don't really understand why this restriction is there in the first
place. The commit message for the bug fix that introduced this
restriction (r581) isn't very elaborate and I couldn't see any other bug
tracking the issue. If anyone has more information on the bug that was
avoided by r581 it would be helpful as I/someone could then look into
addressing the problem without disabling the "directx" driver.
* I've also removed the restriction on not being allowed to use
DirectInput in windowed mode. I couldn't see any reason for this, at
least not from our perspective. I have my suspicions that it'll be
something like matching up the cursor with the mouse coordinates...
* I bumped up the DirectInput API used to version 7 in order to get
access to mouse buttons 4-7. I've had to inject a little bit of the DX7
headers into SDL there as the MinGW ones aren't up to date in this respect.
author | Sam Lantinga <slouken@libsdl.org> |
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date | Thu, 02 Apr 2009 04:43:36 +0000 |
parents | 355632dca928 |
children |
rev | line source |
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0 | 1 <HTML |
2 ><HEAD | |
3 ><TITLE | |
4 >Time</TITLE | |
5 ><META | |
6 NAME="GENERATOR" | |
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7 CONTENT="Modular DocBook HTML Stylesheet Version 1.76b+ |
0 | 8 "><LINK |
9 REL="HOME" | |
10 TITLE="SDL Library Documentation" | |
11 HREF="index.html"><LINK | |
12 REL="UP" | |
13 TITLE="SDL Reference" | |
14 HREF="reference.html"><LINK | |
15 REL="PREVIOUS" | |
16 TITLE="SDL_CondWaitTimeout" | |
17 HREF="sdlcondwaittimeout.html"><LINK | |
18 REL="NEXT" | |
19 TITLE="SDL_GetTicks" | |
20 HREF="sdlgetticks.html"><META | |
21 NAME="KEYWORD" | |
22 CONTENT="time"><META | |
23 NAME="KEYWORD" | |
24 CONTENT="function"></HEAD | |
25 ><BODY | |
26 CLASS="CHAPTER" | |
27 BGCOLOR="#FFF8DC" | |
28 TEXT="#000000" | |
29 LINK="#0000ee" | |
30 VLINK="#551a8b" | |
31 ALINK="#ff0000" | |
32 ><DIV | |
33 CLASS="NAVHEADER" | |
34 ><TABLE | |
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35 SUMMARY="Header navigation table" |
0 | 36 WIDTH="100%" |
37 BORDER="0" | |
38 CELLPADDING="0" | |
39 CELLSPACING="0" | |
40 ><TR | |
41 ><TH | |
42 COLSPAN="3" | |
43 ALIGN="center" | |
44 >SDL Library Documentation</TH | |
45 ></TR | |
46 ><TR | |
47 ><TD | |
48 WIDTH="10%" | |
49 ALIGN="left" | |
50 VALIGN="bottom" | |
51 ><A | |
52 HREF="sdlcondwaittimeout.html" | |
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53 ACCESSKEY="P" |
0 | 54 >Prev</A |
55 ></TD | |
56 ><TD | |
57 WIDTH="80%" | |
58 ALIGN="center" | |
59 VALIGN="bottom" | |
60 ></TD | |
61 ><TD | |
62 WIDTH="10%" | |
63 ALIGN="right" | |
64 VALIGN="bottom" | |
65 ><A | |
66 HREF="sdlgetticks.html" | |
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67 ACCESSKEY="N" |
0 | 68 >Next</A |
69 ></TD | |
70 ></TR | |
71 ></TABLE | |
72 ><HR | |
73 ALIGN="LEFT" | |
74 WIDTH="100%"></DIV | |
75 ><DIV | |
76 CLASS="CHAPTER" | |
77 ><H1 | |
78 ><A | |
79 NAME="TIME" | |
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80 ></A |
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81 >Chapter 13. Time</H1 |
0 | 82 ><DIV |
83 CLASS="TOC" | |
84 ><DL | |
85 ><DT | |
86 ><B | |
87 >Table of Contents</B | |
88 ></DT | |
89 ><DT | |
90 ><A | |
91 HREF="sdlgetticks.html" | |
92 >SDL_GetTicks</A | |
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93 > -- Get the number of milliseconds since the SDL library initialization.</DT |
0 | 94 ><DT |
95 ><A | |
96 HREF="sdldelay.html" | |
97 >SDL_Delay</A | |
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98 > -- Wait a specified number of milliseconds before returning.</DT |
0 | 99 ><DT |
100 ><A | |
101 HREF="sdladdtimer.html" | |
102 >SDL_AddTimer</A | |
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103 > -- Add a timer which will call a callback after the specified number of milliseconds has |
0 | 104 elapsed.</DT |
105 ><DT | |
106 ><A | |
107 HREF="sdlremovetimer.html" | |
108 >SDL_RemoveTimer</A | |
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109 > -- Remove a timer which was added with |
0 | 110 <A |
111 HREF="sdladdtimer.html" | |
112 >SDL_AddTimer</A | |
113 >.</DT | |
114 ><DT | |
115 ><A | |
116 HREF="sdlsettimer.html" | |
117 >SDL_SetTimer</A | |
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118 > -- Set a callback to run after the specified number of milliseconds has |
0 | 119 elapsed.</DT |
120 ></DL | |
121 ></DIV | |
122 ><P | |
123 >SDL provides several cross-platform functions for dealing with time. | |
124 It provides a way to get the current time, a way to wait a little while, | |
125 and a simple timer mechanism. These functions give you two ways of moving an | |
126 object every x milliseconds: | |
127 | |
128 <P | |
129 ></P | |
130 ><UL | |
131 ><LI | |
132 ><P | |
133 >Use a timer callback function. This may have the bad effect that it runs in a seperate thread or uses alarm signals, but it's easier to implement.</P | |
134 ></LI | |
135 ><LI | |
136 ><P | |
137 >Or you can get the number of milliseconds passed, and move the object if, for example, 30 ms passed.</P | |
138 ></LI | |
139 ></UL | |
140 > </P | |
141 ></DIV | |
142 ><DIV | |
143 CLASS="NAVFOOTER" | |
144 ><HR | |
145 ALIGN="LEFT" | |
146 WIDTH="100%"><TABLE | |
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147 SUMMARY="Footer navigation table" |
0 | 148 WIDTH="100%" |
149 BORDER="0" | |
150 CELLPADDING="0" | |
151 CELLSPACING="0" | |
152 ><TR | |
153 ><TD | |
154 WIDTH="33%" | |
155 ALIGN="left" | |
156 VALIGN="top" | |
157 ><A | |
158 HREF="sdlcondwaittimeout.html" | |
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159 ACCESSKEY="P" |
0 | 160 >Prev</A |
161 ></TD | |
162 ><TD | |
163 WIDTH="34%" | |
164 ALIGN="center" | |
165 VALIGN="top" | |
166 ><A | |
167 HREF="index.html" | |
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168 ACCESSKEY="H" |
0 | 169 >Home</A |
170 ></TD | |
171 ><TD | |
172 WIDTH="33%" | |
173 ALIGN="right" | |
174 VALIGN="top" | |
175 ><A | |
176 HREF="sdlgetticks.html" | |
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177 ACCESSKEY="N" |
0 | 178 >Next</A |
179 ></TD | |
180 ></TR | |
181 ><TR | |
182 ><TD | |
183 WIDTH="33%" | |
184 ALIGN="left" | |
185 VALIGN="top" | |
186 >SDL_CondWaitTimeout</TD | |
187 ><TD | |
188 WIDTH="34%" | |
189 ALIGN="center" | |
190 VALIGN="top" | |
191 ><A | |
192 HREF="reference.html" | |
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193 ACCESSKEY="U" |
0 | 194 >Up</A |
195 ></TD | |
196 ><TD | |
197 WIDTH="33%" | |
198 ALIGN="right" | |
199 VALIGN="top" | |
200 >SDL_GetTicks</TD | |
201 ></TR | |
202 ></TABLE | |
203 ></DIV | |
204 ></BODY | |
205 ></HTML | |
206 > |