comparison src/video/wincommon/SDL_sysevents.c @ 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>
date Thu, 02 Apr 2009 04:43:36 +0000
parents 3b7fc3416601
children 27c0db0fbfad
comparison
equal deleted inserted replaced
4166:72a00fe65ffe 4167:a6f635e5eaa6
361 */ 361 */
362 LRESULT CALLBACK WinMessage(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) 362 LRESULT CALLBACK WinMessage(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
363 { 363 {
364 SDL_VideoDevice *this = current_video; 364 SDL_VideoDevice *this = current_video;
365 static int mouse_pressed = 0; 365 static int mouse_pressed = 0;
366 static int in_window = 0;
367 #ifdef WMMSG_DEBUG 366 #ifdef WMMSG_DEBUG
368 fprintf(stderr, "Received windows message: "); 367 fprintf(stderr, "Received windows message: ");
369 if ( msg > MAX_WMMSG ) { 368 if ( msg > MAX_WMMSG ) {
370 fprintf(stderr, "%d", msg); 369 fprintf(stderr, "%d", msg);
371 } else { 370 } else {
506 case WM_RBUTTONDOWN: 505 case WM_RBUTTONDOWN:
507 case WM_RBUTTONUP: 506 case WM_RBUTTONUP:
508 case WM_XBUTTONDOWN: 507 case WM_XBUTTONDOWN:
509 case WM_XBUTTONUP: { 508 case WM_XBUTTONUP: {
510 /* Mouse is handled by DirectInput when fullscreen */ 509 /* Mouse is handled by DirectInput when fullscreen */
511 if ( SDL_VideoSurface && ! DINPUT_FULLSCREEN() ) { 510 if ( SDL_VideoSurface && ! DINPUT() ) {
512 WORD xbuttonval = 0; 511 WORD xbuttonval = 0;
513 Sint16 x, y; 512 Sint16 x, y;
514 Uint8 button, state; 513 Uint8 button, state;
515 514
516 /* DJM: 515 /* DJM:
604 return(0); 603 return(0);
605 604
606 605
607 #if (_WIN32_WINNT >= 0x0400) || (_WIN32_WINDOWS > 0x0400) 606 #if (_WIN32_WINNT >= 0x0400) || (_WIN32_WINDOWS > 0x0400)
608 case WM_MOUSEWHEEL: 607 case WM_MOUSEWHEEL:
609 if ( SDL_VideoSurface && ! DINPUT_FULLSCREEN() ) { 608 if ( SDL_VideoSurface && ! DINPUT() ) {
610 int move = (short)HIWORD(wParam); 609 int move = (short)HIWORD(wParam);
611 if ( move ) { 610 if ( move ) {
612 Uint8 button; 611 Uint8 button;
613 if ( move > 0 ) 612 if ( move > 0 )
614 button = SDL_BUTTON_WHEELUP; 613 button = SDL_BUTTON_WHEELUP;