Mercurial > sdl-ios-xcode
annotate src/video/quartz/CGS.h @ 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 | a1b03ba2fcd0 |
children |
rev | line source |
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1 /* |
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2 SDL - Simple DirectMedia Layer |
4159 | 3 Copyright (C) 1997-2009 Sam Lantinga |
761
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4 |
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5 This library is free software; you can redistribute it and/or |
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6 modify it under the terms of the GNU Library General Public |
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7 License as published by the Free Software Foundation; either |
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8 version 2 of the License, or (at your option) any later version. |
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9 |
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10 This library is distributed in the hope that it will be useful, |
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11 but WITHOUT ANY WARRANTY; without even the implied warranty of |
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12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU |
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13 Library General Public License for more details. |
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14 |
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15 You should have received a copy of the GNU Library General Public |
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16 License along with this library; if not, write to the Free |
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17 Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA |
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18 |
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19 Sam Lantinga |
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20 slouken@libsdl.org |
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21 */ |
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Use consistent identifiers for the various platforms we support.
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22 #include "SDL_config.h" |
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23 |
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24 /* |
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25 Obscuring code: maximum number of windows above ours (inclusive) |
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26 |
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27 Note: this doesn't work too well in practice and should be |
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28 phased out when we add OpenGL 2D acceleration. It was never |
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29 enabled in the first place, so this shouldn't be a problem ;-) |
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30 */ |
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31 #define kMaxWindows 256 |
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32 |
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33 /* Some of the Core Graphics Server API for obscuring code */ |
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34 #define kCGSWindowLevelTop 2147483632 |
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35 #define kCGSWindowLevelDockIconDrag 500 |
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36 #define kCGSWindowLevelDockMenu 101 |
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37 #define kCGSWindowLevelMenuIgnore 21 |
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38 #define kCGSWindowLevelMenu 20 |
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39 #define kCGSWindowLevelDockLabel 12 |
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40 #define kCGSWindowLevelDockIcon 11 |
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41 #define kCGSWindowLevelDock 10 |
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42 #define kCGSWindowLevelUtility 3 |
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43 #define kCGSWindowLevelNormal 0 |
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44 |
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45 /* |
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46 For completeness; We never use these window levels, they are always below us |
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47 #define kCGSWindowLevelMBarShadow -20 |
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48 #define kCGSWindowLevelDesktopPicture -2147483647 |
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49 #define kCGSWindowLevelDesktop -2147483648 |
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50 */ |
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51 |
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52 typedef CGError CGSError; |
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53 typedef long CGSWindowCount; |
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54 typedef void * CGSConnectionID; |
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55 typedef int CGSWindowID; |
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56 typedef CGSWindowID* CGSWindowIDList; |
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57 typedef CGWindowLevel CGSWindowLevel; |
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58 typedef NSRect CGSRect; |
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59 |
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60 extern CGSConnectionID _CGSDefaultConnection (); |
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61 |
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62 extern CGSError CGSGetOnScreenWindowList (CGSConnectionID cid, |
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63 CGSConnectionID owner, |
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64 CGSWindowCount listCapacity, |
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65 CGSWindowIDList list, |
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66 CGSWindowCount *listCount); |
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67 |
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68 extern CGSError CGSGetScreenRectForWindow (CGSConnectionID cid, |
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69 CGSWindowID wid, |
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70 CGSRect *rect); |
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71 |
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72 extern CGWindowLevel CGSGetWindowLevel (CGSConnectionID cid, |
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73 CGSWindowID wid, |
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74 CGSWindowLevel *level); |
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75 |
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76 extern CGSError CGSDisplayHWFill (CGDirectDisplayID id, unsigned int x, unsigned int y, |
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77 unsigned int w, unsigned int h, unsigned int color); |
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78 |
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79 extern CGSError CGSDisplayCanHWFill (CGDirectDisplayID id); |
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80 |
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81 extern CGSError CGSGetMouseEnabledFlags (CGSConnectionID cid, CGSWindowID wid, int *flags); |
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82 |
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83 int CGSDisplayHWSync (CGDirectDisplayID id); |
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84 |